LTD 2,241 Posted May 10, 2018 (edited) I would like a simple AI for Armada for solo play (and cooperative Aturi style campaigns). Here are my first tests in this direction. http://daveswargames.blogspot.com.au/2018/05/armada-ai-tests-version-1-tests-1-2.html Edited August 10, 2019 by LTD Changing the title and typo Quote Share this post Link to post Share on other sites
DrakonLord 752 Posted May 10, 2018 Now this is very interesting and follow worthy. @E-Man720 with how few people we have to face lol Quote Share this post Link to post Share on other sites
LTD 2,241 Posted May 11, 2018 A third test. http://daveswargames.blogspot.com.au/2018/05/armada-ai-test-v101-test-3.html Quote Share this post Link to post Share on other sites
LTD 2,241 Posted May 24, 2018 I have updated my blog with the rules I am using for the AI. Feedback welcome. http://daveswargames.blogspot.com.au/2018/05/an-armada-ai-system-in-development.html Quote Share this post Link to post Share on other sites
LTD 2,241 Posted May 31, 2018 Hey - Here is the beginning of a solo (timely) / co-op campaign using my developing AI. http://daveswargames.blogspot.com/2018/05/defenders-of-gelron-sector-encounter-at.html I fought the battle through on Vassal (logfile attached to blog). I will try to do a short video that talks through what happened and why. Feedback welcome. Quote Share this post Link to post Share on other sites
Norell 1,198 Posted May 31, 2018 I would have a suggestion to the targeting rule. In your example the AI chooses a ship it can target with 4 dice. But that 4 dice is distributed into 2 attacks. Since "AI loves rolling dice", it would be more logical if the AI would consider in which situation could it roll the most dice in its 2 attacks. In the example situation it should pick the ship in the front arc for the first attack and the squadrons for the second attack as the ship would roll a total of 6 dice during its attack turn instead of only 4. The AI should also consider the potential damage output based on range and the target's defense tokens. My 2 cent only though. Quote Share this post Link to post Share on other sites
LTD 2,241 Posted May 31, 2018 Thanks for the suggestion. I like the double arc focus - you have to take those shots when you can get them. But your idea has merit - I will consider further. Cheers Quote Share this post Link to post Share on other sites
Villakarvarousku 462 Posted June 1, 2018 Looks interesting! I'm slightly concerned about setting the commands by rolling dice, but I suppose you can always fix anything horrendously stupid with the overriding rule, and I don't really have a better solution in mind either. I'll try to give this go when I get a chance! 1 LTD reacted to this Quote Share this post Link to post Share on other sites
LTD 2,241 Posted June 7, 2018 Here is a second scenario for Defenders of the Gelron Sector. If you play it, please let me know! http://daveswargames.blogspot.com/2018/06/defenders-of-gelron-sector-auklet-gambit.html Quote Share this post Link to post Share on other sites
Fallenwolf15 43 Posted June 15, 2018 Looks interesting. I'll have to give it a go. 1 LTD reacted to this Quote Share this post Link to post Share on other sites
LTD 2,241 Posted June 23, 2018 Here is a third scenario for Defenders of the Gelron Sector: Escape from Negrett http://daveswargames.blogspot.com/2018/06/defenders-of-gelron-sector-escape-from.html Quote Share this post Link to post Share on other sites
LTD 2,241 Posted June 23, 2018 And a fourth: http://daveswargames.blogspot.com/2018/06/defenders-of-gelron-sector-al-rek.html Quote Share this post Link to post Share on other sites
kezzamachine 1 Posted March 23, 2019 I smashed this out today - just so I could read it... and ços I just like doing formatting... https://www.dropbox.com/s/4jv0dijeg320j83/Star%20Wars%20Armada%20AI.pdf?dl=0 1 LTD reacted to this Quote Share this post Link to post Share on other sites
LTD 2,241 Posted March 23, 2019 Thanks - that looks really good. Have you tried these rules for solo play? Quote Share this post Link to post Share on other sites
NightAngel47 73 Posted July 27, 2019 (edited) Played out the first scenario using your rules. It was surprisingly tough, and I barely won by 4 pts. It sure brought back the feeling of when Armada first came out and VSDs were fairly terrifying against unupgraded CR90s and Nebs. The Conservative Admiral making the enemy repair so much is what made it so hard. I annihilated the enemy Shields and got some damage through, but it just wouldn't stick. Great Scenario. Couple questions though: does the fleet move toward the focal point while trying to keep enemy ships in dominant arcs or just move toward the enemy fleet? Edit: just saw that you answered this in the other thread. Also, you expressely stated that the focal point doesn't move in the first scenario, but I didn't see any guidance to make it move otherwise. Lastly, did you have any guidance on how the AI chooses which Defense Tokens to Target with accuracies? I definitely continue trying out your scenarios, but would love to know the answers to these before I do. Edited July 27, 2019 by NightAngel47 1 LTD reacted to this Quote Share this post Link to post Share on other sites
LTD 2,241 Posted July 28, 2019 Awesome - nice to have a play tester. I will reply in full when I’m not on my phone, I’m travelling at the moment. Thanks! Quote Share this post Link to post Share on other sites
LTD 2,241 Posted July 29, 2019 I have returned home. @NightAngel47 I never really got a lot of feedback when I made these rules some months ago - and then Lyraeus came along and created his own more complex AI rules, and these truly fell out of my focus. If you are interested in this project, I will resume my activities. The idea of the focal point was that it should move each turn, based on the centre of the rebel fleet, so that the Imperial fleet is always trying to turn towards the heart of the enemy force (bot not precisely, as it has the random effect). The idea is that the flagship should turn to keep the focal point in the middle of its front arc (I did not own an Arquitens at the time of creation - and Imperial Admirals ought to always be on a Star Destroyer of some kind). The rest of the Imperial Force should keep formation as best they are able. On the AI choosing defense tokens, I would suggest just having the player decide the outcome that produces the most damage for the AI. Usually target a single brace, single evade, single redirect... there could be a random table - but I think it's just a matter of producing maximum damage. I am indebted to @kezzamachine who took my basic rules outlined on my blog and turned them into the lovely double pager you can find in their dropbox link. It was only a work in progress when they (kezza) made the double pager, so the rules as listed are not in any way complete. I welcome suggestions, feedback, and advice on this project. Thanks! 1 NightAngel47 reacted to this Quote Share this post Link to post Share on other sites
LTD 2,241 Posted August 10, 2019 It's a snow day, so I've added some extra bits to the rules to cover navigation options and AI using accuracy results. https://daveswargames.blogspot.com/2019/08/defenders-of-gelron-sector-ai-rules.html Quote Share this post Link to post Share on other sites
NightAngel47 73 Posted October 25, 2019 Finally got around to playing the second scenario. Minor Rebel Victory with a gladiator destroyed as well. All squadrons except Lancers destroyed on both sides, minor damage on rebels. Burn through all those scatters was rough, but it was still a lot of fun. Didn't implement your new navigation rules yet 1 LTD reacted to this Quote Share this post Link to post Share on other sites
LTD 2,241 Posted October 25, 2019 Awesome. Thanks for the feedback. Did you play on vassal or an actual game? Quote Share this post Link to post Share on other sites
NightAngel47 73 Posted October 26, 2019 Actual game, so I dont have any log files or anything if that's what you were hoping for. Quote Share this post Link to post Share on other sites