I am thinking about writing an AI. There are 2 reasons for that.
- Possibility for solitaire games against the AI.
- Better simulators for testing balance.
However, it is very difficult. What kind of decisions would a player make? This has to be mirrored in the AI. Not only that. But since it is a war game. Sacrifices will have to be made for several reasons.
One of the mechanics is that players can put weaker units in good cover. And others are point man (or point tanks if you will). It is very difficult to do this. Especially since the usage of every unit can change during combat. Most combat are simultainiously.
I was thinking of assigning a score to every unit that the AI has. And the higher the score, the further it will be placed in the back. And this is decided every round.
But if it is going to be math. I have no idea, how to calculate these score's. I can't go and add things up. It would be more or less multiplications or other calculations.
Any advice on this?
Or an idea of how to calculate things?
Perhaps documentary on AI writing that regards this problem specifically?
Ah yes, eventually, I am directed here.
https://boardgamegeek.com/video/137566/outside-scope-bgg/rahdo-runs-thro...
The big differences between all the mentioned AI and the AI that I need are:
- My AI will be using any type of unit. There are thousands of possibilities.
- My AI needs to respond TO any type of unit. Again, thousands of possibilities.
- My problem is only in the defending part. The AI needs to take the best position.
Telling that the AI goes from A to B is not a problem at all. It is the mission.
Yet, telling the player that the AI places 3 units of type A in the front and 18 units of type B in the back is problematic. Again, to keep in mind, type A and B can stand for any of the thousands of design.
Although, I understand that it is impossible to tell the player each time, which to put in front or in the back. Unless a very simple rule can be used. Like for example, the AI uses a designed unit for A and for B and always puts A in front of B. Despite the fact that B sometimes might be better to be in the front.
To bad for me. It can't be the case with thousands of designs. So, in order to get AI working properly. I need to point my attention to some programming. There will only be AI in a programmed version of the board game.
I think, I am way over my head into this one. I had some trouble with the "simpler" rules too. Perhaps, it is better to not do this at all. And check for situational behaviour on paper.