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Make the Russian AI a harder opponent.

Posted: Wed Aug 20, 2003 7:57 pm
by peskpesk
Here are some small changes that would make the Russian AI
a harder opponent.

1a) Always have a unit standing on the important cost hex next to Leningrad
REASON: To get good entrenchment, until the Germans Attack.
1b) Always have it a full strength when the Germans are within 5 hexes and on the offensive
REASON: To keep Leningrad from falling OOS.
In my game the Russian retreated a unit there, and I could take the hex very easy, and put Leningrad OOS.

2a) Always have a unit standing on the important cost supply hexes to Leningrad at Lapdoga when
the Germans are within 10 hexes of Leningrad

REASON: To get good entrenchment until the Germans Attack

2b) The AI should focus more resource on counter attacking the supply hexes to Leningrad if the city is still Russian controlled.

REASON: To get help keep Leningrad in Russian hands.

3) Have the AI AIR HQs keep track of it's last five air mission and consult this history table before making air attacks.
REASON: To stop the AI from repeating mistakes.

In my game the AI keeps attacking my HQs with air attacks and every time he gets his as kicked!

4) Enhance the important for the AI to keep the frontlines intact.
REASON: To stop the opponent from taking free hexes.

Sometimes during my drive for Moscow would the AI, have good solid defence line during my turn
and then when it was my turn nexttime he would have left gaps (empty hexes) in his line just free for
my armored corps to take without combat!

5) Enhance the importance of not advancing to far with single units when the AI is on the offensive
REASON: To stop the opponent from encircling counterattacking units to easy.

Many times during my barbarossa did the computer counter attack successfully, but instead of keeping
his cool, the units advanced deep (2 hex) without other units flanking him, letting me encircling and
destroying the counter attacking units.

Posted: Wed Aug 20, 2003 9:39 pm
by JonPyle
Thats why AI stands for Absolute Ignorance

:rolleyes: Jon

3.4 AI

Posted: Thu Aug 21, 2003 7:31 pm
by peskpesk
So anybody know if there is a chance the version 3.4 will ha any AI improvments? And what do you think of my suggestions?
I'm sure many people can send in tips what to do to improve the
AI. Lets give the developers at Matrixgames a run for it...:D

Posted: Fri Aug 22, 2003 2:54 pm
by Rasputitsa
In my game the AI keeps attacking my HQs with air attacks and every time he gets his as kicked!

Sometimes during my drive for Moscow would the AI, have good solid defence line during my turn
and then when it was my turn nexttime he would have left gaps (empty hexes) in his line just free for
my armored corps to take without combat!

Many times during my barbarossa did the computer counter attack successfully, but instead of keeping
his cool, the units advanced deep (2 hex) without other units flanking him, letting me encircling and
destroying the counter attacking units.[/QUOTE]

But this is just what the Russians did do, it is historically accurate. In their turn the Germans did the same, the attack at Kursk was insane, allowing the encirclement at Stalingrad was just as stupid. Many actual events were worse than the WIR AI, which does a reasonable job considerng its age.

Posted: Fri Aug 22, 2003 2:56 pm
by Rasputitsa
Rasputitsa wrote:In my game the AI keeps attacking my HQs with air attacks and every time he gets his as kicked!

Sometimes during my drive for Moscow would the AI, have good solid defence line during my turn
and then when it was my turn nexttime he would have left gaps (empty hexes) in his line just free for
my armored corps to take without combat!

Many times during my barbarossa did the computer counter attack successfully, but instead of keeping
his cool, the units advanced deep (2 hex) without other units flanking him, letting me encircling and
destroying the counter attacking units.

Second try, the quote didn't work

But this is just what the Russians did do, it is historically accurate. In their turn the Germans did the same, the attack at Kursk was insane, allowing the encirclement at Stalingrad was just as stupid. Many actual events were worse than the WIR AI, which does a reasonable job considerng its age.

Posted: Sat Aug 23, 2003 2:09 am
by JonPyle
Rasputitsa wrote:Second try, the quote didn't work

But this is just what the Russians did do, it is historically accurate. In their turn the Germans did the same, the attack at Kursk was insane, allowing the encirclement at Stalingrad was just as stupid. Many actual events were worse than the WIR AI, which does a reasonable job considerng its age.
Im sorry Ras, the AI dosnt come close to being reasonable...as far as Kursk and Stalingrad....thank the guy with the little mustache....

Posted: Sat Aug 23, 2003 2:18 am
by JonPyle
Rasputitsa wrote:Second try, the quote didn't work

But this is just what the Russians did do, it is historically accurate. In their turn the Germans did the same, the attack at Kursk was insane, allowing the encirclement at Stalingrad was just as stupid. Many actual events were worse than the WIR AI, which does a reasonable job considerng its age.
Im sorry Ras, the AI dosnt come close to being reasonable...as far as Kursk and Stalingrad....thank the guy with the little mustache....

Posted: Sat Aug 23, 2003 2:35 am
by Rasputitsa
JonPyle wrote:Im sorry Ras, the AI dosnt come close to being reasonable...as far as Kursk and Stalingrad....thank the guy with the little mustache....
But isn't that the point, the AI is representing either the guy with the little mustache, or the other guy with the big mustache. I don't claim that it is perfect, just that it does a reasonable job considering its age, in simulating some of the wild things they both did. Either way, the AI is one of the features that I thought could not be changed and we will have to wait for the new WIR. I can live with what we've got, as so far it's the only game in town.

Posted: Sun Aug 24, 2003 4:44 am
by JonPyle
Rasputitsa wrote:Either way, the AI is one of the features that I thought could not be changed and we will have to wait for the new WIR. I can live with what we've got, as so far it's the only game in town.
We would all love to see a better AI

Posted: Mon Aug 25, 2003 9:55 am
by Forward_March
Bugger the AI! Play against humans. It's much more fun, difficult, gutwrenching...etc., etc,.

Posted: Mon Aug 25, 2003 8:08 pm
by Rasputitsa
Forward_March wrote:Bugger the AI! Play against humans. It's much more fun, difficult, gutwrenching...etc., etc,.
I know it's sad, but I like solo games. I haven't got the time to commit to proper games and sometimes have to leave WIR for weeks at a time. The AI is always waiting, ready to start from where it was left. I am always ready to defend the game for all the fun I have had from it since it was first issued in the UK, on the old Atari. Looking at it from an historical perspective, which I think is the way that Gary Grigsby designed it, I have never had any problems which could not be squared against real events. There have been frustrations and odd results, but that's how it was in WWII. I would not want to loose historical accuracy, but there are now enough versions, taken with the editor facility, to please everyone. Still hoping that Gary will do a new WIR.