Re: Panzer Corps AI discussion
Posted: Mon May 28, 2012 8:39 pm
But hopefully we will be soon...? (hint, hint)OldGiants wrote:We aren't playing with the Imperial Japanese army, after all.
But hopefully we will be soon...? (hint, hint)OldGiants wrote:We aren't playing with the Imperial Japanese army, after all.
In almost all cases that I've seen, the unit retreated to the hex on the other side of the unit compared to the hex I attacked from. I don't recall seeing the AI retreat in the direction of my units if there was a valid retreat possibility "behind" the unit as seen from the direction my own unit attacked from. To put it in numerical terms using the layout of the keypad: if I attack from 4, the unit (at 5) usually retreats to 6.My biggest gripe about the AI is the retreat choices it makes for both my units and the enemy.
Yes, that's correct. If a unit can retreat to the hex opposite to the attacking enemy, it uses that hex. Then, it tries two hexes next to it. And if those are unavailable as well, it will try to retreat to one of the hexes next to attacking enemy.comradep wrote:In almost all cases that I've seen, the unit retreated to the hex on the other side of the unit compared to the hex I attacked from. I don't recall seeing the AI retreat in the direction of my units if there was a valid retreat possibility "behind" the unit as seen from the direction my own unit attacked from. To put it in numerical terms using the layout of the keypad: if I attack from 4, the unit (at 5) usually retreats to 6.
Would that that were true.Rudankort wrote:Yes, that's correct. If a unit can retreat to the hex opposite to the attacking enemy, it uses that hex. Then, it tries two hexes next to it. And if those are unavailable as well, it will try to retreat to one of the hexes next to attacking enemy.comradep wrote:In almost all cases that I've seen, the unit retreated to the hex on the other side of the unit compared to the hex I attacked from. I don't recall seeing the AI retreat in the direction of my units if there was a valid retreat possibility "behind" the unit as seen from the direction my own unit attacked from. To put it in numerical terms using the layout of the keypad: if I attack from 4, the unit (at 5) usually retreats to 6.
In this case the unit is behaving exactly as Rudankort wrote a few posts above. It is first trying to retreat opposite of the attacking unit but that field is blocked by the artillery so it tries the two hexes next to it. It either picks one at random or simply scans them in some order (probably defined by the coordinates). Of course one could implement a check to prefer a hex without any enemy unit neighboring but it wouldn't be always the better move as well. In the end there are so many variables you need to consider it becomes impracticable to check them all.OldGiants wrote:Here's a simple example of what I mean. The Brit infantry was attacked in the town. Instead of retreating to the southwest, an open terrain terrain road not next to any German units, it went North next to the captured Somua, the only unit left that could attack it, and was destroyed.
This happens a lot, not always, but a lot.
http://www.flickr.com/photos/75917869@N08/7314779932/
Not necessarily. You are not considering all possible factors. There are ways to exploit the situation you outlined. The main one is that you can select the retreat path even more carefully now, and use a unit with movement points left to finish off the weakened unit anyway.OldGiants wrote:Survival is always the better move.
The hex to the SW would allow for reinforcement and survival.
How hard is it to code a preference for no contiguous enemy units? Even I could do that in a few minutes.
I'm considering more factors than the AI currently considers. That would be an improvement in the spirit of this thread.deducter wrote:Not necessarily. You are not considering all possible factors. There are ways to exploit the situation you outlined. The main one is that you can select the retreat path even more carefully now, and use a unit with movement points left to finish off the weakened unit anyway.OldGiants wrote:Survival is always the better move.
The hex to the SW would allow for reinforcement and survival.
How hard is it to code a preference for no contiguous enemy units? Even I could do that in a few minutes.
I can think of situations that arise where you can force a retreat into more favorable terrain, so that a unit you have with movement can go up and finish off the weakened unit. For an advanced player, this means making it even easier to force the AI to retreat onto rivers, close terrain, etc. where it becomes even easier to pick off the weakened unit.
I don't view your valid point of 'take advantage' as an exploit to be avoided because it requires planning and application of reserves to make it happen.deducter wrote:I'm sorry if I sounded rude, but my point is that your proposed change wouldn't necessarily make the AI smarter. I would argue your proposed changes is not better than the current system, because I can still take advantage of it in other ways.