AI Needs to be smarter

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    • AI Needs to be smarter

      1X is extremely boring not due to the fact that it is slower, however the point is that many people do think that way and hence end up leaving 1X, it gets taken by AI and AI is just super dumb.
      They go for the same strategy - Motorized infantry, AFV, CRV. They don't know how to use JET / Artillery, they don't even make any navy. They are completely useless. all one has to do is to use their strike jets / elite aircraft to destroy them and that's it.

      Not only that but they keep their units scattered everywhere instead of concentrating them in cities. When they attack they send single infantry or god forbid a single CRV to capture provinces.

      I am not suggesting to make a super smart AI that will send spies, discern your strategy and create entrenchment in provinces / units accordingly with some advanced Machine learning. What I am suggesting can be implemented very easily.

      Make few types of AI, one is primarily focused on ground and uses Destroyers to defend its coast. One is primarily focused on air and again uses corvette (Level 1) to defend its coast, one is primarily focused on navy and uses gunships for assisting its ground forces. Now you guys can decide the minutae of strategy accordingly.

      First of all make them learn how to make stacks. For air / navy they don't need ground stack, they will be using support to clear cities and then send one infantry to capture and hold that city till it stops smoking. For ground they can send a stack of 10 / stack of 5 / single infantry after they scout the enemy strength using CRV level 1 or something else. If they can't use scouting (For some reason e.g. if they don't have CRV left or CRV got destroyed before it was sent to that city to scout) they will merely send their strongest stack (10) to attack or merely use artillery + Mobile radar).

      They don't need to level everything up. Towed artillery level 1 is good for early game after which they can stop making it (After certain day). National guard level 2 is enough for air strategist etc. make strategy for AI accordingly. Strategy can also differ according to doctrine.

      AI should not attack random countries based on their popularity, they must also see if they are close to that country to attack.

      Second make them learn how to use support. For navy they always make a stack of 5 unless it is corvette level 1. They attack a naval stack, then quickly retreat. If they find that they have a range advantage, then make them attack from range and if they see enemy ship coming close then make them retreat. They should never keep their subs in shallow water. For air also make a stack of 5, attacking aircrafts (Helis / strike jets etc.) would always be near air sup. Make them utilize radar of AWACS and accordingly attack land units. For naval radars they will only use naval jets if necessary otherwise Naval recon or ASW. Air can also utilize level 1 airborne to capture provinces quickly (If they have lots of resources e.g. USA). Air sup must urgently attack any green dots if seen.
      Allow AI to annex cities according to the strategy they have (an Air strategist needs more electronics, navy more components, ground more supplies etc.)

      Before declaring war they must keep their stacks / everything else near the enemy borders to take enemy by surprise.

      Also please remove that dumb move when AI literally sends its infantry to water to attack navy after being attacked by enemy navy. It's just plain stupid.

      After all of this AI would still be simple, it would just be using its ground / support better and to very small extent be able to react to enemy movements. It would not be hard, AI would still be defeatable as reaction to enemy movements would still not be as good (For that you would need Machine learning which would require lots of resources). What I said could be implemented easily just with a little bit of effort, it will drastically improve 1X games.
      If you really want to nerf AI you can add 'activity time' where AI would be active for 3/4 of day and inactive for 1/4 of day (Not react to enemy). However activity time won't be shown / displayed, that the person would have to calculate themselves by seeing when AI attacks and when it doesn't.

      This is all, if you have any more suggestions then please comment here.
    • I agree that you've proposed a simple set of behaviors that will be easy to implement.

      I look forward to seeing your version of each running in your simulator 2-3 months from now.

      Because they are easy to implement, maybe you can add a little extra sophistication to your versions.

      Once yours are finished you can offer them to Dorado.

      Thanks for volunteering to do this.
    • I agree with KF Gauss that it would be quite simple to implement a subset of what was recommended. The problem is that such an AI would conquer many nations, and would even win many games.

      And although the strategy and tactics could be done reasonably cheaply, coding up any kind of reasonable diplomacy would most definitely be unwieldly and close to impossible for the AI nations that were somewhat successful.