AI Decision Tree For Solo Games

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Just Another Wargames Blog

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THURSDAY, NOVEMBER 19, 2015


Blog Archive
► 
2021
(12) AI Decision Tree for Solo Games
► 
2020
(23)
► 
2019
(15) I've really become hooked on the  Delta Vector blog site. The
author, evilleMonkeigh, deals a lot with rule design, often from the
► 
2018
(33)
standpoint of solo gaming. Recently, he has been discussing non-player
► 
2017
(31)
character AIs. I've been playing around with AIs for a while, but it got me
► 
2016
(41) tinkering again, especially since I am getting closer to having a game.

▼ 
2015
(33)
► 
December
(1) I have been focusing on building AI for battles involving battalion level and
▼ 
November
(3) higher micro armor games. This decision tree is what I've come up with so
far:

AI Decision Tree for


Solo Games
Update
Building Bridges, Part 4
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October
(3)
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(4)
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August
(2)
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July
(2)
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(2)
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(3)
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(3)
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(3)
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(2)
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January
(5)
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2014
(33)
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2013
(18)
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2012
(36)
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2011
(46)
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2010
(31)
Click on chart to better read it.
► 
2009
(26)

Labels A lot things on the chart are very loosely set up. For example, final actions,
those in the light green boxes, have more than one possible action to take.
1/300 Aircraft
(18) It might be that which one to take would be decided by die roll, or it might
1/600
(11) be that several actions could be taken based on available unit command
1/600 Aircraft
(11) pips. Even some of the early decisions may not be automatic. A percent
15mm
(74) dice might be used for the "Yes," "No," and "No, but..." decisions. 
25/28mm
(19)
3D Printing
(6) What is meant by Scurry? I borrowed the word from Ivan Sorensen's
3mm
(11) various rules, particularly from his Fivecore Company Commander rules.
6mm moderns
(62) In his rules, it has a more positive meaning (move to a better firing
6mm or 1/300
(36)

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