|
Post by kyle on Aug 29, 2017 16:25:56 GMT
What I have been playing for the side I'm not playing. Role a D-6 if 1 through 5 play that many AT. The difference from 5 goes in a reserve AT pool(example roll a 3 2 AT would go in the AT pool). If a 6 is rolled receive 5 AT and may use any or all AT in the reserve pool. Causes some fog of war as to what the enemy is going to do.
Any one else have any solo ideas?
|
|
Admin
Administrator
Posts: 274
|
Post by Admin on Aug 30, 2017 10:00:20 GMT
The (very early) system we are working on uses a deck of Action cards as a sort of analogical AI to simulate opponent behavior. We are working on this mainly for a future D-Day expansion, which I think would be perfect as a solo or coop game, because the German size has very limited options anyway, making it easier to control. We also hope to re-use the same system (with a separate dedicated AI deck obviously) for the late Pacific campaign (Okinawa, Iwo Jima, etc.). Eventually the combined experience from developing those two very controlled environments will hopefully produce enough data to create a more fully "operational" AI deck that could allow to play the game as Solo or Co-op in any scenario.
The idea is that the deck will include tactical decisions, which have many options none of which is necessarily always better. The actual execution of a selected action on the other hand is controlled by hard core algorithms, that is by a series of written procedures. These are unchangeable but comes in three "Conditions" with different priorities, simplified by colors: Blue = Defensive, Yellow = Conservative (save ATs) and Red = all out Attack. When the AI deck indicate to do a specific action, for example "shoot at the most exposed enemy", the current condition will dictate which procedure to adopt, so Blue may be "Shoot with the Character with the best chance to hit, as many time as possible, using aim if possible, but saving an AT to end In Cover. If the maximum number of dice you would get to roll in this way is equal or less than 3 and there is a Character in condition to do so, use Move and Fire instead and move as many times as possible closer to the nearest friend, always ending In Cover." Yellow would instead be “Shoot with the Character with the best chance to hit, only once, using aim if possible.” Red would be "Shoot with the Character with the best chance to hit, as many time as possible, using aim if possible. If the maximum number of dice you would get to roll in this way is equal or less than 3 and there is a Character in condition to do so, use Move and Fire instead and move as many times as possible closer to the target, attempt to attack in H2H if possible. If the enemy is still alive after the first attack select the next best chance and repeat." Conditions also controls reaction behavior, even before any AI card is drawn, to specific situations. For example a fixed, always valid rule is “evade any Heavy Weapon pre-sighted area”, but evading would be falling back to the safest position (Blue), moving by the minimum required (Yellow), or move to attack (Red). The deck include several kind of cards, some of which set the AI "mood" based on the situation, so thing like "if you have lost more VP than your opponent then adopt condition Blue" or “if you have at least 4 AT more than the opponent set condition Red”, others are just tactical maneuvering like "place OF on any enemy that can move close enough to throw a grenade", other still are deck modifiers, things like "draw two cards and execute both". Well, this is the basic structure, still a lot to do before it’s ready for public testing, but I’d be very happy to hear your thoughts!
|
|
|
Post by kyle on Aug 30, 2017 10:59:54 GMT
Is it going to be a matrix of condition vs. what's on the card or will the cards all have 3 events you execute the one that matches the condition. Sounds interesting.
|
|
Admin
Administrator
Posts: 274
|
Post by Admin on Aug 30, 2017 11:53:28 GMT
Normally the first: the card dictate the action but the execution depend by the condition
|
|
|
Post by Bob Bickart on Jun 26, 2019 23:28:11 GMT
I developed a deck of Solo Cards that work much like the description above. However, my cards do require some "honest broaker" decisions for the AI. Nevertheless, they do provide realistic AI actions as well as a "fog of war."
|
|
|
Post by Bob Bickart on Jun 26, 2019 23:29:47 GMT
I developed a deck of Solo Cards that work much like the description above. However, my cards do require some "honest broaker" decisions for the AI. Nevertheless, they do provide realistic AI actions as well as a "fog of war."
|
|
Admin
Administrator
Posts: 274
|
Post by Admin on Jun 27, 2019 12:07:32 GMT
Hi Bob, sounds interesting, do you want to share more details?
|
|
|
Post by Bob Bickart on Jun 28, 2019 18:01:15 GMT
As requested, the rules for using my AI cards appear below. That might provide a better idea as to how they work.
Each time an AI soldier activates (via a Random die roll), draw a card. The soldier first reads the Event portion of the card. After resolving any Event (they occur infrequently), the AI examines the rest of the card to determine his action or actions. He will take as many actions as possible – until he gets to 1 AP away from his AP limit. If the facing card back contains an Aim Icon, he will save the AP; otherwise, he’ll use it if possible to do so. A soldier that is taking multiple Actions on a single turn still only draws 1 card.
If Action Points remain, randomly identify the next soldier and draw a Solo Card for him etc.
Event: Begin the use of each card by applying it’s Event (if applicable). If the soldier has an action left after the event, do the first available action(s) (top to bottom) of the 4 listed on the card.
AI Actions Do the action indicated next to the number 1, if possible. If not drop down to # 2 and – if possible – do that action. If still not able to act, drop down to number 3. If still unable to act, read number 4.
Number of Actions: Honestly determine how many actins are in the AI’s interest to take (e.g. Fire Twice, Move Twice, Fire & Move, Move & Fire, etc). Relative to Move & Fire and Fire and Move actions, the first Action must be the one on the Solo Card that triggers action.
AI Fires at Who? If you get a “Fire” result – unless there is only 1 target - determine the AI’s target by examining the “AI Fires At” portion of the facing (back) Solo Card.
Honest Broker: When you get a Move or a Fire result, honestly decide for the AI whether to do 2 Fire or 2 Move Actions.
AI’s Opportunity Fire Opportunity Fire for the AI is NOT controlled by the Solo Cards. Instead, an AI will take Opportunity Fire whenever possible, so long as he has an Action left to allow him to do so. Remember, like Player soldiers, Spent soldiers can still Op Fire – if they pass an Initiative Check.
|
|