Defenders of the Gelron Sector - an AI for Armada

By LTD, in Star Wars: Armada Off-Topic

Now this is very interesting and follow worthy.

@E-Man720 with how few people we have to face lol

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.

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

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!

Looks interesting. I'll have to give it a go.

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

Thanks - that looks really good.

Have you tried these rules for solo play?

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 by NightAngel47

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!

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!

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

Awesome. Thanks for the feedback.

Did you play on vassal or an actual game?

Actual game, so I dont have any log files or anything if that's what you were hoping for.