Military AI and it's behavior

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Hullu Hevonen
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Military AI and it's behavior

Post by Hullu Hevonen »

Currently the AI Launches an offensive at the beginning of a war and smaller waves later, how to composite the force is described AIParams. The AI is also easily provokable by sending out a few units, draw them back and wait until the AI send it's force bit by bit to it's death. Modding the AIParams file can dramatically improve things, but in the end, this issue is still the same. Anyone that has steared their army without AI interference should know this.

-The AI needs to be able to distuingish when to defend and when to attack
Make the give each military AI an changable 'personality', either it being Defensive, Mixed or Offinsive. The Defensive would analyse the terrain of best defendable area and set defenisve hotspots, essentially create a defensive line, with 80-90% of the forces being in defensive use and 10-20% being offensive. The defensive AI would also only give it's offensive army an order to attack if the defensive army is taking high causulties, as an counter-attack. The Offensive 'personality' would be the opposite, constantly attacking and reinforcing it's attack, while defending key objectives. Mixed would be a typhical peacetime 'personality' with about 50/50.

-Allowing the AI to change 'personality', say the offensive army shrinks from 80 to 25% of the total army, the AI would in essence conclude that the offensive has gone bad and defend what it have gained. Or if all it's defensive hotspots are manned by atleast 7 defensive units, then start building more offensive units until say it reaches 70%, shitch to offensive and launch an offensive. The AI would keep attacking until 'personality' change, thus sending new offensive orders after old ones not fullfilled.

-Grouping the Army into unit stacks of 7 that move at the same speed. This will help the AI not send it's units one-by-one to their death, this grouping could be based on the AIParams file to tell it how to do this. This is more important during this era, considering the scale of the warfare.

-Also Fleet warfare can't be over stressed!

There have been numorous topics about this, but I wan't to focus on the Military AI behavior in this topic, not the AI generally.
Last edited by Hullu Hevonen on Dec 09 2013, edited 2 times in total.
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Fistalis
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Re: Military AI and it's behavior

Post by Fistalis »

additions and improvements to the AI params not to mention the ability to assign different AI params for different countries was like the first request I made for 36 :wink:
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Hullu Hevonen
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Re: Military AI and it's behavior

Post by Hullu Hevonen »

Thats another option, but it would't fix the 'sending to death' situation
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Fistalis
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Re: Military AI and it's behavior

Post by Fistalis »

Hullu Hevonen wrote:Thats another option, but it would't fix the 'sending to death' situation
it wasn't an OR it was an AND. :wink:
Improving the AI params with more situations/features would solve the sending to death... adding the ability to assign nations particular AI params would allow some actual variety to AI tactics. :wink:
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Aragos
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Re: Military AI and it's behavior

Post by Aragos »

Is it just me or is the AI not producing units at the same level as it did in SRCW? Playing as USA, both Germany and Japan had very few units in their home countries. Odd.
Hullu Hevonen
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Re: Military AI and it's behavior

Post by Hullu Hevonen »

Well, they have significantly less land/air fabrications
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