Part 4: SOLO WAR GAMING or "Miniatures Gaming A.I."
 

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Done so far:   AI Web References Premise and Guidelines AI initial videos Cards and CVS Table Markers
 Result of the Terrain Valuation on force disbursement  Reactive Reserve     

Part 4: Decision Making Based on Terrain Elements   

On This Page:
  • Analyze and Assign Terrain Valuation Points
  • Terrain Chart
  • Reactive Reserve Units

In this section we'll analyze and apply points to this region of Collins' Brigade to see how the numbers work, in order to evaluate his ability to monitor and control this zone. 

Even though  we  can see he doesn't have that much stuff, the AI system  needs to see it. 

This concept and chart below are for establishing a decision process based on the terrain in a zone that a force is currently in, in order to determine the AI's ability to size-up the region and evaluate it's given order or if the order should be changed, and also based on enemy action in the zone facing it.  

Remember, in all cases when it appears that the opponent is trying to trick the AI into sending a single unit to follow or pursue or otherwise leave the main force, the AI will default to NOT sending out individual units away from the main force; we will not allow the AI to be fooled that easily. 

It is intended for the AI to either change it's entire order for the force or not at all, so trying to trick it to send single regiments to try and do something in response to an opponents move will not likely be replicated.

However, there is always the CHANCE that the AI might do this, so rather than PREVENT it, we will allow it with a CnC die roll (Red star or 1d6 6).  Only the presence of a commander will STOP the reactive AI unit from leaving the main body.

Again, admittedly, this is only a rudimentary concept but on a small table it does show some promise.

For this example as in the videos, we'll look at the Union Player's (AI) Right Flank, where a Move order has been issued to a brigade with the objective being the region of the Bridge.  

For this situation, it is assumed the "zone" of interest does not extend across the river, and, at this point in the game, no units have reached to river or creek to see if it is fordable at any point other than the bridges. 

Weather has also not been determined, so a bridge or ford wash-out, marshy land and clogged roads have not been considered.

Purpose

To establish a numerical value something similar to the Opposing Force Calculator but working somewhat differently or perhaps more effectively.

Download the Opposing Force Calculator (Excel spreadsheet) to see a basic idea of establishing points).

Terrain Chart and Reactive Reserves

In this example, add up all the values going across first and put a total.  Do this for each row, using the scratch area for pencil calculations.  Add up all the Totals in each row.  The initial investigation shows these potential results: If the Zone Total is:

  1.  Less than or Equal to the number of units in the force, then the force in question can have greater flexibility in changing orders and dispensing or arranging units of the force; units in the force can have more than two empty spaces between them or to the nearest neighbor, and the force can elect the point value difference as units to perform as a Reactive Reserve:

    RR units must remain uncommitted and positioned behind their main force and otherwise out of range, or sight, by the enemy if possible. The AI player can station them anywhere in the rear or flank area and facing any direction; artillery would be limbered however.

    A Reactive Reserve can be called upon by the AI player for any mission, to plug holes,  used as reinforces etc. without having to have an order written for it; it can be operated "independently" of the normal system but only for limited uses.  

    It is activated by the commander rolling higher than his Tactical CVS value to immediately activate it and move it, otherwise it remains in place and unused if the roll is not passed (units in place will always defend themselves).  

    Note
    that anytime any units come into range of the enemy and/or are fired upon they automatically assume the best possible terrain element and cover to protect themselves; they do not need to be ordered by a commander

  2. Greater Than the number of units in the force, then the force does not have enough units to effectively monitor or control the region and this translates into having less disbursement flexibility, changing orders and cannot afford a Reserve force:   Units of the force cannot be spaced more than 1 empty space between them.