LIST OF INITIAL POSTS (to be added to, as completed):
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Introduction:
I believe we can build a new game engine (“AI”) which:
• Uses everything already existing in the game, from Tiles to Units.
• Is reasonably simple to both understand and build.
• Produces astonishingly more sophisticated AI behavior.
• Can allow us to readily modify any and every aspect of the game, including AI behavior.
It’s not magic. An analogy would be how bee colonies do extraordinary things, even though each bee has a brains the size of a pinhead. (The technical term for this is Emergent Behavior)
Beyond that, I also believe that the game should be built in 3 distinct stages:
• The first should be fully compatible with every Unit and Terrain graphic we already have. This phase would also include everything we can readily accommodate from all of our current “wish list,” including hybrid Tile types like “Canals” and hybrid Unit types like “Helicopters.” (See below for more info.)
• Phase 2 would entail “Extensions,” like some of the higher resolution graphics matters, which can be individually added
• Last would be “Major Changes,” like adding multiple map layers, as in Civ 2.
I used the word “re-purpose,” above. What I mean is quite simple. In broad strokes: every Tile and Unit has both numbers and flags associated with them. We can keep all of these - but use them differently.
A simple example is how land combat is handled. Now, it is often a chaotic mess of huge stacks pummeling each other. I can demonstrate how this can be changed into simulations of true strategy, by using a few simple rules, and simple arithmetic. Also, how those rules can be changed, either beforehand, via editor, or dynamically, I game, so that an AI’s army armed with Pikes and Bows will behave in an entirely different fashion, than one, later in the game, with WW2 era armies ... AND how one of those armies can be “Blitzkrieg” enabled, and another not.
I'm going to break this thread down, by topic, into different posts, to make discussion easier.
- Introduction (this post, for now.)
- A breakdown of how the game is already organized, and how we can directly mirror it. I also suggest a (very) few new terms, so that we can compare the existing structure, to a new one, in an 'apples to apples" fashion.
- (Temporarily reserved for any further, "up front" explanations.)
- A simple demonstration of manipulating AI behavior using a combination of simple logic, and math (a combination which we'll, taken together, call, "Rules.")
- (Reserved, for now - and any other "Numbered Points," from this one, down, in Italics, is not yet completed - Meaning, I have it worked out, and just haven't time to properly get it down, in writing, and diagram, yet.)
- A detailed example of how the combination of Rules and States can direct an Offensive War, during the Napoleonic Era, both strategically and tactically. - Starting with the Napoleonic.
- Then WW2, with and without Blitzkrieg. (Both examples will also demonstrate "intelligent" use of Artillery.)
- How we can, easily - and either via editor, or dynamically, within the game, - use a "superstructure" of different AI "States." These are - and, I cannot emphasize enough - simple ways to change the AI's Rules, for increasingly sophisticated and realistic behavior.
- Additional WW2 era examples of intelligent building and us of Aircraft, from choosing Strategic Bombing, to Ground Support, to CAP ("Combat Air Patrol")
- ... Honestly, I haven't gotten around to thinking about Naval Units yet, so I'll reserve this one, for that.
- And one more, for whatever else might come up

-----------------------------------------------------------------------------------------------------------------------------
Introduction:
I believe we can build a new game engine (“AI”) which:
• Uses everything already existing in the game, from Tiles to Units.
• Is reasonably simple to both understand and build.
• Produces astonishingly more sophisticated AI behavior.
• Can allow us to readily modify any and every aspect of the game, including AI behavior.
It’s not magic. An analogy would be how bee colonies do extraordinary things, even though each bee has a brains the size of a pinhead. (The technical term for this is Emergent Behavior)
Beyond that, I also believe that the game should be built in 3 distinct stages:
• The first should be fully compatible with every Unit and Terrain graphic we already have. This phase would also include everything we can readily accommodate from all of our current “wish list,” including hybrid Tile types like “Canals” and hybrid Unit types like “Helicopters.” (See below for more info.)
• Phase 2 would entail “Extensions,” like some of the higher resolution graphics matters, which can be individually added
• Last would be “Major Changes,” like adding multiple map layers, as in Civ 2.
I used the word “re-purpose,” above. What I mean is quite simple. In broad strokes: every Tile and Unit has both numbers and flags associated with them. We can keep all of these - but use them differently.
A simple example is how land combat is handled. Now, it is often a chaotic mess of huge stacks pummeling each other. I can demonstrate how this can be changed into simulations of true strategy, by using a few simple rules, and simple arithmetic. Also, how those rules can be changed, either beforehand, via editor, or dynamically, I game, so that an AI’s army armed with Pikes and Bows will behave in an entirely different fashion, than one, later in the game, with WW2 era armies ... AND how one of those armies can be “Blitzkrieg” enabled, and another not.
I'm going to break this thread down, by topic, into different posts, to make discussion easier.
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