Here is a thinking of a cascade case:
"The ROE are setup that you can either OR or AND in a line. So “( A )” with three conditions is logically “X and Y and Z”
which means everything must be true to happen".
CR has 8 hit points - ME = 2 - FE = 1 (delicate).
Demo case: 2 CR VS 2 CR (human VS AI) Standard EDCE, but doesn't really matter the DB...
Turn 1, MAN = A human will normally concentrate fire. (at least this is what I would normally do), or move away. Let's assume two shots.
Turn - AI : 2 enemy CR, is there a very damaged (Less than 3 hit points) CR Human player at distance 2 - Y/N - If Yes ME - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(3)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 4 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(4)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 5 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(5)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 6 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 7 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(7)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (equal 8 no damage) Human player at distance 2 - Y/N - If Yes FE- If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(EQ)(8)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
The next AI unit CR, will process the same lines, until the MAN player will get some damage on one of his CR.
"There always will be the chance of a miss" - NP. (good for both MAN & AI)
Once a CR will start getting 1 damage, the AI will start the concentrated fire. Until enemy reaches damage 3, Then the first line becomes true = ME
"Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out.
So ya the fifo computer expression is the golden rule. - First in first out"
TR = when loaded - when human player will be always the first unit in the cascade.
TR = when loaded - when comp player will be the second unit in the cascade.
This means that during this shooting exchange if a human player moves a TR - loaded trying to sneak by, both CR will stop the fight and ME or FE the TR.
Empty TR may be left aside as not an immediate threat. But still high in the SAI_ROE list.
CR has 8 hit points - ME = 2 - FE = 1 (delicate).
Demo case: 2 CR VS 2 CR (human VS AI) Standard EDCE, but doesn't really matter the DB...
Turn 1, MAN = A human will normally concentrate fire. (at least this is what I would normally do), or move away. Let's assume two shots.
Turn - AI : 2 enemy CR, is there a very damaged (Less than 3 hit points) CR Human player at distance 2 - Y/N - If Yes ME - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(3)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 4 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(4)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 5 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(5)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 6 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(6)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (Less than 7 hit points) Human player at distance 2 - Y/N - If Yes FE - If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(LT)(7)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
Turn - AI : 2 enemy CR, is there a very damaged CR (equal 8 no damage) Human player at distance 2 - Y/N - If Yes FE- If No pass to next line
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(DMG)(EQ)(8)(TYPE)(EQ)(CR)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][FE]
The next AI unit CR, will process the same lines, until the MAN player will get some damage on one of his CR.
"There always will be the chance of a miss" - NP. (good for both MAN & AI)
Once a CR will start getting 1 damage, the AI will start the concentrated fire. Until enemy reaches damage 3, Then the first line becomes true = ME
"Important stuff must be queried first as AI reads it in this fashion: first line of data in process line of data out.
So ya the fifo computer expression is the golden rule. - First in first out"
TR = when loaded - when human player will be always the first unit in the cascade.
TR = when loaded - when comp player will be the second unit in the cascade.
This means that during this shooting exchange if a human player moves a TR - loaded trying to sneak by, both CR will stop the fight and ME or FE the TR.
Empty TR may be left aside as not an immediate threat. But still high in the SAI_ROE list.
And after 30 years of gaming, I'm starting to understand this logic ??
And I didn't yet use the "Or" condition.
Questions: How to politely ask the AI to join a battle?
Important - If you can think of some ideas, please let us know.
[SAI_ROE][CR][(A)(TYPE)(EQ)(CR)(TYPE)(EQ)(PLY)(MAN)(TYPE)(EQ)(CR)(DIS)(LE)(2)][ME]
(TYPE)(EQ)(TR)(PLY)(MAN)
Considering Enhanced EDCE game.
The AI should disturb human player prioritizing the attack, when the condition is met.
Condition 1 = human player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 2 = computer player - Host true - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 3 = human player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
Condition 4 = computer player - Host false - distance 2 - if condition is met [ME] until next turn - if not met go to next line
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LE)(2)][ME]
and so on... From near to far.
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(T)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(MAN)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
[SAI_ROE][BB][(A)(TYPE)(EQ)(TR)(HOST)(EQ)(F)(TYPE)(EQ)(TR)(PLY)(COMP)(TYPE)(EQ)(TR)(DIS)(LT)(9)][FE]
If you can think of some ideas let me know.
I watched the AI for 700+ turns.
I saw something I never realized was happening in game.
I watched 2 Heavy Artillery walk down the road for 30+ turns.
Normally Heavy Arty needs a transport, but I must've checked can use roads in udb. I just thought they were an AI static unit. Now I know the AI will move them down a road if available.
It was a very pleasant surprise.
Imagine if it would be possible to unlock the full potential of the AI script.
Imagine if the AI could be able to understand what enemy attack: strongest? weakest? transports? concentrate its attack on one unit? or simply avoid that specific fight, buying time.
Wouldn't that be mined blowing.