| SOLO WAR GAMING or "Miniatures Gaming A.I." |
"The premise for an A.I. or "artificial intelligence" for miniature war games is to enable solo play, that is, playing the game with one human player running both sides in a conflict, but with one side making decisions based on process steps and applicable factors that influence what an army does."
Comment? See the Forums Read this on why Longstreet's attack failed at Gettysburg. |
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| All content is copyright of its respective owner/ contributor to this website | |||||
| Done so far: | Premise and Guidelines | Cards and CVS and Table Markers | Sustained Fire Markers |
Initial videos |
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| AI Web References | When to Use the CVS |
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| NOTE: Last Updated
7-31-10 This topic and concept is in development. On this page:
Premise of A.I. in Miniature War GamesThe premise for an A.I. or "artificial intelligence" is not new, but illuminating the potential for the Hex Command rules system bears some worthy exploration because the HC rules system has some features ready for excellent tweaking. Remember, the idea here is to use the computer as LITTLE as possible or not at all, which means for this to work the system must be easy and fast. A.I. for miniature war games means that each portion of an A.I. controlled force operates by following its stated or written orders and during that action, in order to make alterations and changes, making decisions via a question/answer process. In all cases during the game the AI system always attempts to make the most logical move or position for a unit to get the maximum benefit in firing or cover from terrain. For instance, if a decision would be to face a unit and reveal it's flank to the enemy, the AI decision would be to NOT make the facing change unless absolutely vital. It is only when a choice is presented to a force in the AI system that the questions are asked and an answer determined. Simply using common sense is the basis of AI; in this way, the human player moving the forces cannot install their own views on the situation but must allow the process to make those decisions and views localized. How it WorksThe way the AI process physically works is by asking questions in each situation where there is an option for what a unit will do, guided when necessary, by viewing process charts. The intent is for speed and on the spot decision making. At the start of the game after the scenario and forces are decided, chose an order or "disposition" for each brigade unless pre-determined by the scenario (depending on the size of the game being played it could also be done per regiment or in larger games, per division), and these orders are Advance/Attack, Hold, or Defend. Circumstances that arise during the game influence a forces chosen disposition just as it would if a human player was playing, for instance, the death or loss of a general. In Hex Command, officers serve to rally routed forces and add their combat bonuses during combat when they are in proximity or attached. The AI system/player will see the loss of a general as a sea-change for further operations, for instance, even if it was winning due to a count of the number of enemy units routing versus how many of its own forces are routed, the loss of the commander would cause an immediate halt unless the game permitted another officer to be created, or if there were enough in the game already. For instance, if the force has only one officer and at any time 3 units are routing, it is only a matter of time before those routing forces leave the table. In almost all cases, when the AI player has 30-40% of it's units routing, it will likely determine the game is over if the enemy has only 10-20% routing. "Over" means the order from the AI commander is Retreat (all forces immediately about face and move until exiting the table) or Withdrawal (all front line forces Retreat but back-line forces cover the retreating units successively until all units are off the table. So with these things in mind, the AI player considers parameters such as these. Not all the questions/answer steps may be thought of beforehand, so room must be enabled to add new material as situations are revealed. |
Premise IIThe fully complete A.I. process is not simply rolling dice to see what happens to a regiment or a brigade, though that is the root of the process; the fully developed AI system which is being attempted here, considers details that comprise a unit's environment such as enemy disposition, terrain etc., in order to derive a logical conclusion as to what the unit will do. A simple, less accurate but faster system rolls on the Command Valuation System Tactical Value for a commander; the more complex system asks questions before any probability die roll is derived. . |
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| "Before you make that move, let me ask you a question... | "..ok..' | |
| "Why is that unit going to adjust itself.. what reason does it have?" | ".. I can see an enemy unit entering the forest on his side of it and he will likely emerge, so I better turn to anticipate his arrival.." | |
| "umm. ok. If you, the player, were not standing above this game table looking down at it, what would your unit be able to see?" | "It would see the forest only." | |
| "So the only reason that unit is making the adjustment is not what your unit can see, but what you, the player can see.." | ".. correct.. " | |
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CVS: Command Valuation System; values for: C-ombat (zero to 2) M-orale (zero to 2) |
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Overview, Guidelines and the Use of Cards
Remember that the AI concept can skip using the Commander CVS die roll concept to see if a force is allowed to change its disposition (Hold, Advance/Attack, Defend etc.) once a commander is attached to a unit or in proximity of the units in question. It is only when he is NOT attached that such die rolls are needed. The Consequences Table is actually meant for games where A.I. is not being used. But, in our investigation, the Consequences table can still be used. Examples of when to use the CVS: (Unit here may also refer to Force e.g. an entire brigade)
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Video capture from a broadcast game of Elk Grove battlefield, 15mm ACW |
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Setup
1: left flank 2-5: center 6: right flank. When they appear can be: |
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Card Quantity and Commander EffectTo see how many cards to draw for each player, first determine the commander CVS values, then subtract his Initiative value from 10 and draw that many cards. Use the commander value for M-orale as the number of BAD or negative cards that can be returned to the deck for that player. If the commander has a C-ombat value of 2 AND a M-orale value of 2, return up to two bad cards AND draw a replacement for each card returned. This exchange can only happen once per player. For instance, a card that says "This unit can only fire x times and is then out of ammunition" might be a little extreme depending on the size of the game and units involved, so if you choose to still use this card simply roll to see if units so marked CAN fire simply roll Red on the CnC die. For units that might be designated as Veteran or Elite, they will NOT fire if a CnC is rolled. In any case, all units that have a target 2 hexes or less away will always be able to fire even if this supply restriction has been given to them. Card Concepts and Game Table MarkersSome of these concepts may be new to the Abilities Card deck: Attach
Ammo marker:
Record that the player has made the bad card exchanges by marking their
side with: Self-Rally marker: |
Download the Unit Game Table Markers here. Download the cards here.
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Route of Retreat for the army: Using the Game Table Unit MarkersThe intention of these markers is to follow the cards dealt to the player or A.I. player. Generally speaking, one card is drawn for each brigade in the players force at the onset. During the game, incidents occur that cause other cards to be drawn. Rather than place the card on the table, use the markers provided to move with the unit. |
New for Hex Command rules on this site...Sustained Fire Bonus Markers
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Intriguing Questions |
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| How do we know where a force will enter, and how it's components are arranged at that entry point? | ||
| How can we create a false or fake attack, known as a "feint?" | ||
| How can a commander know where the enemy is? How can we shape his decisions based on what information he can learn? | ||
| What are the decision points for withdrawing a damaged force or unit? | ||
| How can we know where an AI player decides to put his commander to rally or help units? | ||
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| Here's an excellent reference list on AI topics. | ||