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Proof is in the Numbers – AI Improvement

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All Forums >> [Current Games From Matrix.] >> [World War II] >> Team Assault: Baptism of Fire >> Proof is in the Numbers – AI Improvement Page: [1]
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Proof is in the Numbers – AI Improvement - 4/15/2012 1:40:12 AM   

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Joined: 9/6/2008
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Did a bit of an experiment and to demonstrate the point on how vital the AI Upgrades are to the AI if you want to have a truly better experience with Team Assault.

The controls in the test are:
The map was Ponte Olivio and the game type was a 50 point Area Control on normal difficulty. I used a force I created and started both games with the same squads; placing them in the same locations and using the same tactics as the game was played.

The first game the AI had a force that is provided with TA, the “Fallschirm Panzer Division”. The game ended with the AI losing after only 4 turns and because of no longer having any more force left on the field.

The below data is from the game log and is the final calculations used to determine for each squad how the AI will use that squad for that turn. Remember, the AI does this check each turn (but I am only showing once per squad). These numbers are the percentages that comes from the “AI Upgrades”.

So basically the Sturmgrenadiers will most likely always be aggressive; if not that – then tactical. But next to no chance of being defensive. This is what you want to see in your squad designs.
The Jäger Recon now are about a flip of a coin on whether they will be aggressive of tactical. Probably not what you want in a “recon” squad. They should stay on the tactical side.
Elite Grenadier I have here twice – to show what happens when one of the squad’s soldiers is eliminated. The numbers will change on you – something else to keep in mind. Both times – and worst on the second one – we have an indecisive squad. Wavering between tactical and defensive. Two very different jobs on the battlefield. This can – and will – cause a squad to run back and forth between taking an enemy CP and defending his own CP. Rendering the squad pointless.

04-14-2012 19:10:25 | Squad Info: 1st Sturmgrenadiers
Defensive: 3.57143
Tactical: 35.7143

04-14-2012 19:14:29 | Squad Info: 1st Jäger Recon
Defensive: 14.2857
Tactical: 47.619

04-14-2012 19:09:34 | Squad Info: 1st Elite Grenadier
Defensive: 36.3636
Tactical: 45.4545

04-14-2012 19:13:40 | Squad Info: 1st Elite Grenadier
Defensive: 40
Tactical: 40

Now for the second skirmish against a force I made. It isn’t a perfect force (as we will see) but it is much better. first off, the battle lasted twice as long – for 8 turns. My force’s squads are titled for what I want their jobs to be – so the numbers should match the name.
Tactical – passed with flying colors 90%. No indecision what so ever.
Same goes with the Defensive squad. They will head for the nearest CP that they have already captured and will stay there guarding it from any attempt of me trying to recapture it.
Sniper could be a bit debatable – although I think that is how a sniper squad should be; mostly tactical, sometimes defensive, but never aggressive.
I’m not as happy with the Assault squad though. They should have a higher aggressive score.

04-14-2012 18:29:23 | Squad Info: 1st Tactical
Defensive: 9.09091
Tactical: 90.9091

04-14-2012 18:40:44 | Squad Info: 1st Defensive
Defensive: 88.2353
Tactical: 11.7647

04-14-2012 18:30:22 | Squad Info: 1st Sniper
Defensive: 37.5
Tactical: 62.5

04-14-2012 18:30:10 | Squad Info: 1st Assault
Defensive: 11.1111
Tactical: 33.3333

But with creating a force like this for the AI to use – you will notice a tremendous improvement in Team Assault and how the AI behaves.
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