| Part
9:
SOLO WAR GAMING or "Miniatures Gaming A.I." |
".. It would appear that it's all about who makes the first mistake and how fast they can recover from it. In the case of commanders like Burnside, Hooker, Banks and other less qualified commanders, while we cannot replicate their inadequacies, the A.I. would appear to suffice for mimicking error creation..." - Terry Cabak Comment? See the Forums |
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| Done so far: | Premise and Guidelines | Cards and CVS and Table Markers | AI initial videos | Sustained Fire Markers |
| AI Web References |
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Sample Game showing AI in ActionIn this example, still using the field at Elk Grove to explore, the game was chosen as a diagonal arrival of both forces, with locations and times randomly assessed.The situation was immediately interesting as the Union was faced with a decision, as only one brigade made it to the field on the first turn and the others followed on turns 5 and 8, albeit at the same location West (left) of William's Store. The rebels arrived on turns 2 and 2 and 4, and while they had further to go, the error made by the die roll result of the AI ceded the entire north part of the board to a wide Confederate flanking move. Note that had the AI not been used to derive this result, this kind of action probably never would have been done by human players, but because it was a conceivable move, the A.I. decided a bad move with a probability of only 40%. |
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| Game
Time: 30-45 minutes of actual play time, 30 minutes setup Scale: 15mm ACW Battlefield Size: 4x3ft Type of Engagement: Move to Combat, from opposite corners via Random Die Roll for entry location and Entry Time. Force size: 3 brigades, one artillery battery each, randomly assessed qty of cavalry, randomly assessed Commander Valuation System numbers: |
Union Cmdr: Good Tactical: 5 Aggressiveness: 5 Combat: 1 Morale: 1 Initiative: 5. Confederate Cmdr: Fair Maps: Game Mapper Software Berthier Campaign Software: Not used, still testing.
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