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- From: wang@cs.uiuc.edu (Eric Wang)
- Subject: Re: Empire History (was: Strategy algorithms)
- Message-ID: <BzzpHn.9oE@cs.uiuc.edu>
- Sender: news@cs.uiuc.edu
- Reply-To: wang@cs.uiuc.edu
- Organization: University of Illinois at Urbana-Champaign
- References: <BzL6AG.D84@ais.org> <Bzn3y4.KJ@cs.uiuc.edu> <1992Dec23.174515.3509@nntpd.lkg.dec.com> <BzqoI4.92n@ais.org>
- Distribution: inet
- Date: Mon, 28 Dec 1992 22:08:11 GMT
- Lines: 44
-
- draper@ais.org (Patrick Draper) writes:
- >So, do you know how the enemy algorithms work? I've always imagined that
- >they were some sort of weighting system, with high risk/threat grid areas
- >getting the lions share of troop allocation.
-
- From considerable empirical evidence, I hypothesize (but it's ONLY a
- guess) that WGB's Interstel Empire's computer opponents are
- reductionistic "peephole" automata that react to their immediate
- surroundings according to hard-coded response tables that are written to
- maximize local "combat results" (in terms of city-turns of production
- (CTP) killed versus CTP risked), with only the most rudimentary levels
- of higher-order behavior, such as "look-ahead", communication,
- co-operation, co-ordination, etc. For instance, an enemy army adjacent
- to a city ALWAYS attacks the city. (OK, I guess; so do I.) Enemy
- fighters always attack any adjacent enemy units; if multiple enemy units
- are adjacent, they seem to attack transports, armies, and other ships,
- in that order. Destroyers always attack any adjacent ships, favoring
- transports; transports always run from anything. Basically, it appears
- that there's no real "computer opponent", but rather a set of tables,
- one for each type of unit, that lists for every adjacent enemy unit the
- appropriate response. When no enemy units are adjacent, the computer's
- units mill about with only the most general guidelines; armies tend to
- move to the shore, or in the direction of your latest beachhead;
- fighters swarm in the general direction of the front line, going on
- search-and-destroy missions that usually end up costing the computer
- 2-for-1 in CTP losses; destroyers wander around, looking for your
- transports; the computer's carriers have absolutely no idea what's going
- on. The foremost reason Interstel Empire lost all attraction for me was
- that I could not for the life of me detect any hint of a single
- "computer opponent" mastermind that was marshalling all of its forces in
- a coherent struggle against me; instead, it was like thousands of
- virtually independent battles against individual ants. Even when I gave
- the computer opponent 2:1 production and 3:2 combat advantages, my
- advantage in cooperation between my forces proved to be insurmountable,
- and I still steamrolled the computer flat from the word go (very slowly,
- granted, but absolutely relentlessly).
-
- Still dreaming about an open-architecture Empire that allows us to write
- our own plug-and-play computer opponents ...
-
- Eric Wang
- wang@cs.uiuc.edu
-
-
-