[AI] Observations, Wishes & Proposed Solutions

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Lettos
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Re: [AI] Observations, Wishes & Proposed Solutions

Post by Lettos » 2024-03-11 18:12, Monday

Our silicon-germanium opponent (AI) has some innate characteristics:
- Sea transport will, out of several possible directions, go to some largest land area. This needs to be verified. But neither the separation of this piece of land from the other by the ocean, nor the border lines of neutral hexes, nor the complete zeroing of all objectives (I tried to put objectives without the flag too) does not give anything. After all I replaced the land with the ocean - and transports suddenly and magically no longer sail to the former land, but find another direction.
In the process of experiments it was found out that all three terrain tiles do not work as clear delimiters or map boundaries. Too bad.
- AI cheats when choosing a direction for its planes over the ocean. It, from who knows where, suddenly flies exactly where the player's squadron of ships is. It is necessary to check this, of course, more and more, but the first fact is already observed. If you remove your squadron from an unseen area, the AI suddenly chooses a different direction for its aircraft.
--War in History Campaign (WiH)-- Aut non tentaris aut perfice.

Lettos
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Re: [AI] Air Combat Model

Post by Lettos » 2024-03-26 09:29, Tuesday

How AI manages its air units has already been established by by numerous observations.

The main criterion for returning units to a friendly airfield is running out of fuel. :yes
Another criterion is that AI unit STR is less than 10.
AMMO=0 is not a serious argument for the AI to return to a friendly airfield. Out of ammo or bombs? So what? Let's fly over the enemy a little more! :doh

Well, and the general rule for all attacking AI units applies in the air as well: no attack if the combat prediction formula does not give at least some immediately useful result for AI. There are no meaningful multi-move attacks in principle. In fact, such AI attacks sometimes (rarely) turn out to be structured actions in the general chaos of target selection.

Now logical thoughts about the behavior of different classes of aircraft and their parameters FUEL and AMMO.

1) For the PGF combat model, the optimal ratio of AMMO to FUEL is such that the AI unit will have a small amount of AMMO (1 or 2) left by the time it runs out of fuel.
This will eliminate the situation of planes standing aimlessly in place, or often in a very dangerous place, with fully expended AMMO.

For the moment, empirically it can be solved for AI units as follows:
AMMO = FUEL / MVT + 1 or 2.

Fighter and TacBomber have roughly a FUEL/MVT ratio = 4-5.

Conventionally, movement in combat for AI-led Fighters and TacBombers can be described as follows:
Flight to the player's units (Full MVT + some more hexes).
Possible first attack.
2-3 movements of 6-7 hexes and attacks or defending.
If possible, flight back (Full MVT + some hexes).

Level Bombers at the moment, in the generally accepted traditional vanilla classic parameter scheme, have FUEL, allowing for no return to a friendly airfield at all for 10-15-20 turns. And AMMO will be used up in the first 4-6 turns. After that, you just need to find this Level Bomber somewhere and sometime on the battlefield and shoot it down.
Of course, the player will not allow this Level Bomber to fly 4-6 turns and attack with impunity.

But the fact remains that in a situation when unit FUEL/MVT is significantly higher than unit AMMO, an AI-controlled airplane becomes... used only once within the AMMO limit, i.e. only at the beginning of the scenario.

2) About AI-led Level Bombers passivity.

AI doesn't attack unless it sees a direct benefit. Based on observations of attack results and the formula for predicting combat results, this is an achievement of at least Target's Suppression = 4-5 as a result of the attack.

In vanilla eqp Level Bomber has SA=1 HA=4.
Such a bomber with EXP=0 sometimes will attack your tanks (but not multi-stars), land transports, ARTY, and will never attack infantry.

In another variant SA=4 HA=1.
AI will not select your multi-star tanks as targets. AI will look for Soft targets, attack them. If it doesn't find any, the bomber won't attack at all, it will just fly in and stop over the tank.

If the scenario designer has a desire to make AI Level Bombers more active and much more dangerous for Player, there are three options for AI LB parameters and start settings:
- Increase STR to 15-19
- give a lot of stars.
(but both of these solutions will upset the balance of air combat between the player's fighter and AI Level Bomber)
- increase the SA and HA parameter. Possibly double. And at the same time decrease their Bomber Special parameter.
--War in History Campaign (WiH)-- Aut non tentaris aut perfice.

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