AI in HHTR/COTA

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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RoyalOak
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Joined: Wed Sep 08, 2004 7:31 am

AI in HHTR/COTA

Post by RoyalOak »

Hi,
I've just finished my first campaign of HTTR : historical Arnhem as Allies.
It was only my third game of HTTR (played tutorial 1 and para rescue as Germans before), and as you can see, I am quite disapointed by the level of the AI :
Is there any projects to raise the level of the AI in the future ?
At the actual level, is there a scenario/side that is better played by the computer ?

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EricGuitarJames
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RE: AI in HHTR/COTA

Post by EricGuitarJames »

One remedy would be to use the reinforcement and supply options to make them favour the opposition. This would make it more of a challenge to you. As for a scenario, try playing 'Mook Right Hook' as the Germans[:)]
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Arjuna
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RE: AI in HHTR/COTA

Post by Arjuna »

RoyalOak,

As Eric suggests try the Mook Right Hook and Terror of the Tyne Tees scenarios. They should give you a run for your money. Of course online play is another dimension again.

One thing top bear in mind is that a 10 day campaign conducted in 0ne minute time intervals is like playing a turn based game with 14,400 turns. Now that is a lot of decision points and because the strategic level AI is not scripted - it is generic - it will unfold differently from one session to the next.

Having said that, the focus in terms of AI has been on the "tactical" level - ie the AI that determines how units move, deploy and fight. The reason why we focussed on the tactical AI is that you must have a half decent tactical AI in order for a player's subordinates to do a reasonable job. Without this you require the player to give orders to every unit. With this the player can be like a real commander and give orders leaving the details to their subordinates.

The "strategic" level - how forces/resources are allocated to the different side objectives, the options for achieving these etc - certainly could do with some more work. In fact I am rewriting the force allocation routines as we speak and hopefully these will help to that end. AI development is an ongoing thing and is certainly one of our priorities.
Dave "Arjuna" O'Connor
www.panthergames.com
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