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Wolf52

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Im just hoping the change log will be in plain english and not use the event numbers and stuff that most people wouldnt understand.

Oh, and,
Looks great! Really loking forward to it! :D
 

unmerged(11593)

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Lothos, Johan and co.

Thanks very much for the glimpse into what is going on, i actually wondered wether if the ai would be re-written like this by keeping an eye on lothos infrequent hints ;)

I am very appreciative of your efforts, especially when you consider there is no immediate financial gain.

Johan - this is almost as good news as Sunderland beating middlesbrough 2-0 on sunday....

Almost.....
 

unmerged(43330)

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11 hours ago and six pages, wow, there seems to be some interest in the 1.3, i read through it all. I look forward to the next set of pics. Amazing job! Been playin HOI2 since FEB, looks like you guys will be having me play until december with all the new mods and updated patches, Great work!! :D



PS DOn't bite the hands that feeds you (to the uninformed discourteous posters)
 

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Thanks for the extra info Lothos. The improved AI sounds verrry exciting!


This is yet one more thing to love about Paradox:

Other companies push the graphic envelope, requiering improved graphic processor.
Paradox push the AI envelope, requiering improved CPU.

I'll take the Paradox way anyday! :)
 

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happycat said:
I take it you are not a marketing rep for Paradox either? ;)
No, he is just a very enthusiastic and active forum member. :)
 

unmerged(46069)

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Great work Lothos, and take your time. After all this waiting it would be a shame to get an unfinished patch, so I wouldn't mind waiting a bit longer. Keep up the good work.
P.S. hope u plan on showing us some more screenshots in the near future.
 

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tiger2004 said:
And Lothos, you are doing a great job and keep up with it... I get the funny feeling that you are alone working with 1.3... Correct... :eek:
There are quite a few betas who still work and discuss at least several times a week for patch 1.3. But Lothos is certainly among the most active participants and spending a great deal of his time on this. :)
 

flybyu

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Lothos thanks for spending the day with us, and the AI looks great thanks a bunch. I can hardly wait to play with this new patch. Also you said earlier you wanted an AI that would beat you. Does it?
 

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Looking at screenies I can only say that the AI is doing what it's supposed to be doing according to 1.2 AI files, no extraordinary stuff. But that new scripting feature you say you will include for AI switches really looks promising. Except your new requirements, which my 1.6ghz system doesn't fit. Game is already running slow for me, sometimes too slow to bear. Now it really starts to scare me.
 

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flybyu said:
Lothos thanks for spending the day with us, and the AI looks great thanks a bunch. I can hardly wait to play with this new patch. Also you said earlier you wanted an AI that would beat you. Does it?

Unfortunately, I do not believe it can yet.
 

fj44

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Thanks for the teaser. Looks like naval AI is much better. Defense in depth looks good too, especially on the Eastern Front.

The Paradox AIs have always been great to play with. Now it gets better...

Keep up the great work Johan, Lothos, et al.
 

unmerged(17767)

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This looks really good. Looks like the ai can use it's navy and possibly it's airforce effectively. This should cure the naval bomber problem.

I appreciate the hard work put into this and eagerly await it's release.

Thank you.
 

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The Good, the Bad, and the Questions - A first analysis of the HoI2 v1.3 AI

Of course, all that lies below is merely based on observation of the screenshots and may proove to be of questionable worth.

The Good

The AI seem to have a better perception of space and the defense of fronts, rather than the ability to focus on single provinces. They now seem better at anticipating changing circumstances by spreading out more, establishing tactical reservces, and depth defense. This will help countries use their numerical superiority more effectively where applicable. The italians should fare better in North Africa (Though I expect alot of "Alexendria standoffs" still). Things are looking bad on the Eastern Front however for Germany (See The Bad).

It also has better defensive capacities by the simple virtue of leaving no holes anywhere. Beaches are defended, seapowers actually try to use their control of the sea agressively, filling key squares instead of letting enemy transports move around at their leisure. Expect more difficult Sealions, or Overlords for that matter. I'm guessing the German AI would be willing to use his beach garrisons aggressively to work against an allied landing, for exemple.

The AI now seems to adapt it's build priorities to the actions of the enemy forces, as well as, more importantly, his movements. Sending uboats in the north sea will making the UK, if she notices, dispatch destroyers in the area, and a large concentration of land forces in a given area will make the enemy increase the strength of his frontline defenses and the depth of its reserves in that area. It remains to be seen whether this goes as far as priorizing reinforcements, which I have no way to know from the screenshots at this time.

Despite its improvements in defense, the AI has learned concentration of forces, and hopefully, will use these concentrations to pull off encirclements and other dirty tricks usually reserved to players. While it should perform poorly at those against a live player, it is nontheless a large improvement that it tries, instead of limiting itself to 1930s Soviet doctrines.

The Bad

Airpower seems to have been relegated to a secondary focus by countries who relied on it heavily in OTL. It leads me to think airpower has not been significantly overhauled in v1.3 and will remain more a flavor than a critical element. The AI doesnt seem to be using its airpower much more effectively, either.

The strategic depth and heavy garrisonning of threatened areas witnessed in the screenshots should hurt ability to decisively project power against strong enemy fronts. This will affect more than anything Barbarossa. The soviets will be heavily garrisonning the German front and adding depth to it while the Germans are busy manning the Atlantic Wall, and places like Yugoslavia.

The AI might garrison peaceful fronts it deems likely to activate even without the intent of launching immediate war. German divisions may be sitting needlessly near the Yugoslav borders while troops are getting battered in Russia. Hopefully, this is just my interpretation, and the concentration of forces witnessed in the screenshots is just proof of the German AI's intent to DoW Yugoslavia in short order and overrun the country in two weeks.

While the AI is now effective in garrisonning its own lands, one of its largest failures is the ability to percieve the weaknesses of its allies and compensate duly. Examine the eastern fronts screenshots and witness the state of the front on the Romanian-soviet border. Extremely few soviet troops are dedicated to this area, and extremely few romanian troops are deployed there. Instead of exploiting the weakness, both sides mass their troops northwards, refusing to pay attention to lands not belonging to their archnemesis. This may not matter too much in a hands off game since its mutual, but should in a player VS AI match.

But then again, this MAY be solved if the reactive AI is really all that reactive. IE, if the German player masses panzer in Romania, perhaps the USSR will swiftly reinforce that front. Just how swiftly will determine how exploitable this state of things is.

The Questions

This hands off game... 36, 38 or 39? Normal, Hard, or VH?

Any gaping holes in my logic above?

If the Kriegsmarine wipes the RN from the sea in early 1940, before the ground battles begin in France, will the French AI be reactive enough to realize the fact their coastline is now vulnerable, and move land units to garrison it's beaches? I know I'm asking for ALOT. But I'd actually call THAT reactive AI :)

Has AI Germany's production somehow been enhanced? They seem to be bringing slightly more forces to bear than traditionally for the dates shown. Then I guess its largely a matter of the start date and the difficulty level.

When precisely does Johan intend v1.3 to be ready? ;)

Thank you.
 

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Alerias said:
The Good, the Bad, and the Questions - A first analysis of the HoI2 v1.3 AI

Of course, all that lies below is merely based on observation of the screenshots and may proove to be of questionable worth.

The Good

The AI seem to have a better perception of space and the defense of fronts, rather than the ability to focus on single provinces. They now seem better at anticipating changing circumstances by spreading out more, establishing tactical reservces, and depth defense. This will help countries use their numerical superiority more effectively where applicable. The italians should fare better in North Africa (Though I expect alot of "Alexendria standoffs" still). Things are looking bad on the Eastern Front however for Germany (See The Bad).

It also has better defensive capacities by the simple virtue of leaving no holes anywhere. Beaches are defended, seapowers actually try to use their control of the sea agressively, filling key squares instead of letting enemy transports move around at their leisure. Expect more difficult Sealions, or Overlords for that matter. I'm guessing the German AI would be willing to use his beach garrisons aggressively to work against an allied landing, for exemple.

The AI now seems to adapt it's build priorities to the actions of the enemy forces, as well as, more importantly, his movements. Sending uboats in the north sea will making the UK, if she notices, dispatch destroyers in the area, and a large concentration of land forces in a given area will make the enemy increase the strength of his frontline defenses and the depth of its reserves in that area. It remains to be seen whether this goes as far as priorizing reinforcements, which I have no way to know from the screenshots at this time.

Despite its improvements in defense, the AI has learned concentration of forces, and hopefully, will use these concentrations to pull off encirclements and other dirty tricks usually reserved to players. While it should perform poorly at those against a live player, it is nontheless a large improvement that it tries, instead of limiting itself to 1930s Soviet doctrines.

The Bad

Airpower seems to have been relegated to a secondary focus by countries who relied on it heavily in OTL. It leads me to think airpower has not been significantly overhauled in v1.3 and will remain more a flavor than a critical element. The AI doesnt seem to be using its airpower much more effectively, either.

The strategic depth and heavy garrisonning of threatened areas witnessed in the screenshots should hurt ability to decisively project power against strong enemy fronts. This will affect more than anything Barbarossa. The soviets will be heavily garrisonning the German front and adding depth to it while the Germans are busy manning the Atlantic Wall, and places like Yugoslavia.

The AI might garrison peaceful fronts it deems likely to activate even without the intent of launching immediate war. German divisions may be sitting needlessly near the Yugoslav borders while troops are getting battered in Russia. Hopefully, this is just my interpretation, and the concentration of forces witnessed in the screenshots is just proof of the German AI's intent to DoW Yugoslavia in short order and overrun the country in two weeks.

While the AI is now effective in garrisonning its own lands, one of its largest failures is the ability to percieve the weaknesses of its allies and compensate duly. Examine the eastern fronts screenshots and witness the state of the front on the Romanian-soviet border. Extremely few soviet troops are dedicated to this area, and extremely few romanian troops are deployed there. Instead of exploiting the weakness, both sides mass their troops northwards, refusing to pay attention to lands not belonging to their archnemesis. This may not matter too much in a hands off game since its mutual, but should in a player VS AI match.

But then again, this MAY be solved if the reactive AI is really all that reactive. IE, if the German player masses panzer in Romania, perhaps the USSR will swiftly reinforce that front. Just how swiftly will determine how exploitable this state of things is.

The Questions

This hands off game... 36, 38 or 39? Normal, Hard, or VH?

Any gaping holes in my logic above?

If the Kriegsmarine wipes the RN from the sea in early 1940, before the ground battles begin in France, will the French AI be reactive enough to realize the fact their coastline is now vulnerable, and move land units to garrison it's beaches? I know I'm asking for ALOT. But I'd actually call THAT reactive AI :)

Has AI Germany's production somehow been enhanced? They seem to be bringing slightly more forces to bear than traditionally for the dates shown. Then I guess its largely a matter of the start date and the difficulty level.

When precisely does Johan intend v1.3 to be ready? ;)

Thank you.


36GC Normal Normal

The stacks at the Yugo border is because the AI is planning on DOWing them. If they where at war with Russia he would not be stacking them there.

Soviets wont react much to a german building in romania but then again a german player probably wont do that cause then all the provinces he takes will go to romania.

THe weakness in the russian souther region as german drives in is a reaction to how many troops the german has. If the germans placed more troops in the south then the soviets would as well.

Airpower AI (from a scripting standpoint) has been enhanced for several countries and again is quite complicated. It ties very much into ministers as well.

Defense in depth is used very heavily on the russian front now

Building priorities, yes the AI shifts depending on his needs and plans.
 

unmerged(12895)

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Nice,

I like that the UK runs fleet defence in the Home Islands, land defence in the Home Islands, and appears to have deployed sufficient naval and land forces to North Africa, all at the same time.

About your code. I won't ask for answers, but I hope that you're commenting, and occasionally pseudo-coding. Particularly the flow between AI modes. If its too much, then it should be a project for modders to do.
 

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Thank you Paradox
 

Terminatrix

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Lothos, are there any new AI Commands for the new AI you designed? You can just answer yes or no, you don't have to go into any specifics right now. If there are new AI Commands will it be possible for you to make available a new list of commands once the patch is released and include some good explanations for each command? This is for all of us who also program HOI2 AI and Events. I'm sure I will have a bunch of questions for you once I take a look at the cool new AI system. Thanks for the Hard Work.
 
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