When it comes to a.i. chess proves that an a.i. can be superior to the best human player in the world.
How's that?
a) The rule-set of chess is slim and hence the amount of calculations rather limited
b) super computers
However, even a weak computer can beat any of us in chess.
The only solution leading to a strong a.i. in HoI4 is streamlining and thus reducing the amount of calculations and the depth of decisions. For example an abstracted air warfare will limit the edge a human player has over the a.i. If you are able to micro every air wing, your advantage will increase, as does the range of a.i. blunders.
Btw. multiplayer games would benefit from such abstractions as well. No more stop'n'go games...
Possible abstractions without dumbing the game down significantly:
a) air:
Have fixed/customizable zones (like central Europe). Click the zone to pick the desired missions. You get checkboxes for missions: air superiority, tactical bombing, strategic bombing... and the default setting "ignore".
You can check as many non-conflicting boxes as you wish. Example: Allies check "air superiority" and "strategic bombing" over Germany in 1943.
Next step assigning forces. Instead of clumsily picking single air wings, you merely assign numbers. Which specific wing is involved is up to a.i. calculations. Example: 500 fighters, 1500 strat bombers, done.
You get feedback on the efficiency of each mission. If you got too few fighters assigned to provide adequate bomber protection, you get a memo and can react to it. More automation is possible: Like setting lower and upper bounds for number of assigned planes (like always have between 500 and 800 fighters in that zone).
That's it! It takes a minute to effectively control air warfare without dumbing the game down. Plus, the a.i. won't be at a disadvantage.
b) navy:
Same principle. Sea zones and checkbox missions (convoy raiding, convoy protection, naval interdiction... default "ignore"). Assign a number of ships and done.
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With above mentioned changes, the new production system comes fully into play. Now the "x amount of product p / week"-system becomes ideally suited for the proposed abstraction. In the air and navy mode, the feedback you get will include an estimation of the numbers you need to produce per week. You can adept your production lines accordingly.
What do you think?
How's that?
a) The rule-set of chess is slim and hence the amount of calculations rather limited
b) super computers
However, even a weak computer can beat any of us in chess.
The only solution leading to a strong a.i. in HoI4 is streamlining and thus reducing the amount of calculations and the depth of decisions. For example an abstracted air warfare will limit the edge a human player has over the a.i. If you are able to micro every air wing, your advantage will increase, as does the range of a.i. blunders.
Btw. multiplayer games would benefit from such abstractions as well. No more stop'n'go games...
Possible abstractions without dumbing the game down significantly:
a) air:
Have fixed/customizable zones (like central Europe). Click the zone to pick the desired missions. You get checkboxes for missions: air superiority, tactical bombing, strategic bombing... and the default setting "ignore".
You can check as many non-conflicting boxes as you wish. Example: Allies check "air superiority" and "strategic bombing" over Germany in 1943.
Next step assigning forces. Instead of clumsily picking single air wings, you merely assign numbers. Which specific wing is involved is up to a.i. calculations. Example: 500 fighters, 1500 strat bombers, done.
You get feedback on the efficiency of each mission. If you got too few fighters assigned to provide adequate bomber protection, you get a memo and can react to it. More automation is possible: Like setting lower and upper bounds for number of assigned planes (like always have between 500 and 800 fighters in that zone).
That's it! It takes a minute to effectively control air warfare without dumbing the game down. Plus, the a.i. won't be at a disadvantage.
b) navy:
Same principle. Sea zones and checkbox missions (convoy raiding, convoy protection, naval interdiction... default "ignore"). Assign a number of ships and done.
---------------------
With above mentioned changes, the new production system comes fully into play. Now the "x amount of product p / week"-system becomes ideally suited for the proposed abstraction. In the air and navy mode, the feedback you get will include an estimation of the numbers you need to produce per week. You can adept your production lines accordingly.
What do you think?