AI capabilities

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Erik2
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AI capabilities

Post by Erik2 »

Interesting to see that the AI is able to gang up on a single air unit similar to what a human player may do.
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StuccoFresco
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Re: AI capabilities

Post by StuccoFresco »

Air AI is quite aggressive, but also very easy to bait: if it's ordered to kill Tac Bombers, it will focus them down even if you parked a lot of escort fighters right next to them. This way you will lose the first Tacs, but will inflict heavy losses on their interceptors. Use a Tac to bait the enemy and enjoy getting ahead in the air superiority struggle. If you feel extra annoying, place some ground AA in range too.
Erik2
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Re: AI capabilities

Post by Erik2 »

I always add air (and land commanders) to AI units and suitable specifications. Every bit helps.
Admiral_Horthy
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Re: AI capabilities

Post by Admiral_Horthy »

Does the aggressiveness (?) setting in scenario have any effect on that? For land units it seems to be a "we will attack till we have enough losses".. .100 aggression means braindead attack till complete death
Erik2
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Re: AI capabilities

Post by Erik2 »

Aggression should be set around the default 50 unless you have 'special' needs like Banzai units etc.

I usually use 'air search and destroy' for air recon, but set the aggro at 5. This allows me to assign specific targets like tanks and artillery and hopefully the air recon will shadow these.
KarisFraMauro
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Re: AI capabilities

Post by KarisFraMauro »

AI is all in the news lately, although primarily for conversation and artwork rather than strategy. One thing that always drives me up the wall with games is when instead of making the computer opponent clever they just give it unfair advantages (I remember games like Starcraft using maps where the AI starts with loads of units) or have it outright cheat as in Civilization. Obviously there's a world of difference between teaching a computer to master something like Order of Battle versus chess, much less making the relevant software compatible with desktop pcs. Still I have to think that by employing machine learning it isn't impossible in the medium term. One potential application that never seems to get discussed is AI use in a strategic rather than tactical military context. There are a million movies and stories about killer robots, what about a robot general? If anything that ought to be easier since it wouldn't need a body (something much harder than is generally appreciated). Just imagine troops taking orders from their I-phone, it's a wild idea.
bondjamesbond
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Re: AI capabilities

Post by bondjamesbond »

KarisFraMauro wrote: Fri Jun 30, 2023 3:13 pm AI is all in the news lately, although primarily for conversation and artwork rather than strategy. One thing that always drives me up the wall with games is when instead of making the computer opponent clever they just give it unfair advantages (I remember games like Starcraft using maps where the AI starts with loads of units) or have it outright cheat as in Civilization. Obviously there's a world of difference between teaching a computer to master something like Order of Battle versus chess, much less making the relevant software compatible with desktop pcs. Still I have to think that by employing machine learning it isn't impossible in the medium term. One potential application that never seems to get discussed is AI use in a strategic rather than tactical military context. There are a million movies and stories about killer robots, what about a robot general? If anything that ought to be easier since it wouldn't need a body (something much harder than is generally appreciated). Just imagine troops taking orders from their I-phone, it's a wild idea.
In my opinion, a smart AI partner is just a publicity stunt and a PR move)
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