Extra Crispy ![Sponsoring Member of TMP Sponsoring Member of TMP](boards/icons/sponsor.gif) | 28 Feb 2023 11:28 a.m. PST |
Anyone aware of AI systems that are generic or broad enough to be bolted on to games to make them solo suitable? |
Herkybird ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 28 Feb 2023 11:40 a.m. PST |
I think solo systems are better made specific. Even my Portal marker system needs a specific chart to determine what, and how many enemies appear. I enclose a link to my Colonial rules for a basic solo movement/ morale system link And my Stargate rules, which have the Portal Marker system. PDF link I hope this gives you some ideas! |
Stryderg ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 28 Feb 2023 1:05 p.m. PST |
Take a look at TwoHourWargames' free rules: link See if that gives you some ideas. I think anything that you come up with will be abstracted and not necessarily act like a human opponent. |
Saber6 ![Workbencher Fezian](boards/icons/workbencher.gif) | 28 Feb 2023 1:09 p.m. PST |
Grant's 'Programmed Scenarios for Wargames' had scenario based decisions for each side. Fairly simple and more guidlines than an AI. I think a decision tree based on the scenario and initial deployment with a couple of branches either in reaction or based on a die roll can be done. So much is MET-T that other than 'defend the right', 'counter attack if enemy crosses line A-C' and so on, there can be too many options. |
robert piepenbrink ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 28 Feb 2023 4:39 p.m. PST |
You might be "generic" in the sense of not tied to specific rules, but I think they'd have to be sorted by type of game. Easy enough to come up with rules of behavior for attacking hordes, for security forces responding to a break-in or for an ambush for instance. But none of them would work well for a major battle of the Seven Years War. I've always had trouble with solo gaming, but it seems to work best when one side has a plan and the other (solo) side has an S.O.P. |
Tortorella ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 28 Feb 2023 8:53 p.m. PST |
Nic Burt's Adjutant Introuvable is the best, IMO. It can be used for most eras, I think, but I use it with a number of horse and musket games, regimental and up. Easy to use after a couple of run throughs. Last I knew it was very affordable as a download, maybe 8 bucks. Worth every penny. |
Tortorella ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 28 Feb 2023 8:54 p.m. PST |
I think Nick has a video on YouTube about it. |
Big Red ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 01 Mar 2023 8:47 a.m. PST |
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Tortorella ![Supporting Member of TMP Supporting Member of TMP](boards/icons/sp.gif) | 01 Mar 2023 3:05 p.m. PST |
Just had a look at the video….it's waaay simpler than he makes it look here. Basically, the AI picks out a battle plan based on the terrain, fortifications. I use single trees to help mark out the nine sections of the battlefield. The AI then deploys its units. Since you deploy first, it's fun to see how the AI is coming after you. The AI acts within the battle plan using a simple logical tactics system with a die roll. Not as fiddly as it seems once you get through the set up a couple of times. You can also just use the tactics system to guide the AI. The whole thing works well without bogging you down. |
thedrake | 11 Jul 2023 1:32 a.m. PST |
If not Adjutant Introuvable, then look for Miniature Wargames issue 373, with the generic Threat Generation System article. Another possibility at least for generating an opponent, look for The Perfect Captain webpage, which has a terrain map generator and the Feldmachink. Also have a link to article online for command and control at sea if looking for that possibility. |