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Carolus Rex

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Re: Re: Re: Re: Re: Re: Re: AI is a terrible naval strategist

Originally posted by Castellon


I don't think he would want to put that much money into a finished game. :)

He might want to know for a forthcoming game. :)
 

Castellon

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Re: Re: Re: Re: Re: Re: Re: Re: AI is a terrible naval strategist

Originally posted by Carolus Rex


He might want to know for a forthcoming game. :)

If you mean HOI I will think about it in the Beta.
 

Carolus Rex

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Re: Re: Re: Re: Re: Re: Re: Re: Re: AI is a terrible naval strategist

Originally posted by Castellon


If you mean HOI I will think about it in the Beta.

All I'm saying is that if u know how to code it, tell him how to code it. Because I don't have a clue on how something like that works. :D
 

Castellon

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Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: AI is a terrible naval strategist

Originally posted by Carolus Rex


All I'm saying is that if u know how to code it, tell him how to code it. Because I don't have a clue on how something like that works. :D

I have certain NDA and exclusivity issues to skirt around. I can only talk about theoretical situation and some general pseudo code within an academic context. :(

Besides I am sure he has access to someone who could do it. The fact that it was not done is a budget\design issue, not a knowledge one.
 
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Carolus Rex

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Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: AI is a terrible naval strategist

Originally posted by Castellon


I have certain NDA and exclusivity issues to skirt around. I can only talk about theoretical situation and some general pseudo code within an academic context. :(

Besides I am sure he has access to someone who could do it. The fact that it was not done is a budget\design issue, not a knowledge one.

Granted I wasn't being very serious. ;) :D
 

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If I remember correctly, MKJ's Grand Campaign readme was talking about setting AI variables so that it would use smaller armies to siege several provinces at a time rather than pile all in one siege at a time.


Perhaps there are AI variables to set, behaviour to correct, fleets to collect, and human players to give more of a hard time on the high seas?
 

Castellon

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Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: AI is a terrible naval strategist

Originally posted by Daniel A


Castellon, I am just curious: what does this mean ?

NDA = Non Disclosure Agreement.
(It means I am contractually and legally bound to keep my mouth shut!)

Exclusivity = I cannot consult or work with anyone else. (without written permission, which I will not get. :( )
 

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"The AI is playing more historically, I'd say. When, if ever, did the French OR the British put together a fighting fleet of 60 ships? You'd have to reach back to the Spanish Armada to find the like, and that was an administrative nightmare for Spain, besides becoming a unmitigated disaster. Huge fleets should be penalized, not utilized."

"More logical would be to require smaller squadrons to maintain control of sea areas vital to trade by stationing patroling squadrons in an area. No fleet in the area means lots of pirates, additional losses to trade, loss of victory points. That would better simulate the need, then, to maintain a naval presence in key areas."

"That's really beside the point. It's not the relative sizes of the fleets that's the problem, it's how the AI (mis)uses them. Obviously no human player would sit there and let your monster fleets gobble up his smaller fleets piecemeal."

We're not really disputing each other.

The AI does not seek decisive battles (ummm, that'd be Klauswitz, not Mahan, right?) Its' penny-packet squadrons are useful for putting down pirates and raiding far-flung empires.

However, it will put together its naval forces for substantial attacks, not as a sea force but as a landing force. It doesn't really think 'navy'. AI land forces don't seek to destroy your army and then start seiging... they go seige and permit the human to choose the time of battle. The exception to this is when you seige their provinces and are near success. Then, the AI will attempt to break your seige by attacking.

The Naval AI seems to understand interdiction and this it tries to do. The problem is not with the AI's understanding but its inability to calculate the outcome of an obviously one-sided battle. I believe the small squadrons you see 'attacking' you are actually just trying to interdict a sea lane you possess. The AI needs to be told that such interdiction is of less priority than simple survival.

On the other hand, it clearly understands pursuit for I've often seen it win a naval battle and pursue the beaten force from one sea area to the next for consecutive victories.