Non-rhetorical question: Has a decent random map hex based wargame AI been done in the past?
In the 90s-2000s I played Norm Koger's The Operational Art of War series (TOAW) and a major component of what was widely considered "the" customizable wargame of the era was the PO (programmed opponent.) It was called that because it made little pretence of being an AI. The scenario designer was supposed to give the AI very specific instructions on the map of what to do, by setting as ramified a set of mini-objectives and contingency-instructions as possible, basically providing it with pathing and "operational" instructions. Then hopefully this was tested to see how the (gormless) AI would handle its instructions, and tweaking accordingly.
It was the contention of the designer - and a lot of other credible people who discussed it on the newsgroups - that a meticulously planned list of instructions was the -only- way to make an AI perform adequately at TOAW. That might not carry over to all hex based wargaming, and it might be obsolete, but I wasn't -aware- of it being done yet.
Anyone know of "sandbox" hex-wargaming AI successes, AIs that weren't basically given a roadmap and instructions on what to do? Please keep any Civ5 cheer/jeerleading out of this.
In the 90s-2000s I played Norm Koger's The Operational Art of War series (TOAW) and a major component of what was widely considered "the" customizable wargame of the era was the PO (programmed opponent.) It was called that because it made little pretence of being an AI. The scenario designer was supposed to give the AI very specific instructions on the map of what to do, by setting as ramified a set of mini-objectives and contingency-instructions as possible, basically providing it with pathing and "operational" instructions. Then hopefully this was tested to see how the (gormless) AI would handle its instructions, and tweaking accordingly.
It was the contention of the designer - and a lot of other credible people who discussed it on the newsgroups - that a meticulously planned list of instructions was the -only- way to make an AI perform adequately at TOAW. That might not carry over to all hex based wargaming, and it might be obsolete, but I wasn't -aware- of it being done yet.
Anyone know of "sandbox" hex-wargaming AI successes, AIs that weren't basically given a roadmap and instructions on what to do? Please keep any Civ5 cheer/jeerleading out of this.