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Original post by RPGeezus
Can you describe the nature of the simulation you're planning on writing?
In a lot of games the concept of flanking doesn't mean a whole lot. It's a term that gets used a lot often without consideration of any tactical merit to the problem at hand.
Many of the RTS games I've played do not lend themselfs well to flanking-- with few exceptions. Shogun made flanking possible, but Warcraft didn't.
In Risk, for example, there is no flank advantage. Units in one country oppose units directly in another.
Front-lines are usually any location where conflict is possible within a given time frame.
A concept like supply lines is very much dependant on how you implement them in your simulation. What is a supply line in a game like Risk, or a game like Axis and Allies? Supplies are not really a factor in these games, so you would have to look at supply lines as paths units can take to support each other.
You had mentioned that you only found tactical information on the Diplomacy pages. What is the difference between tactics and strategy, to a computer?
In the chess world we might talk about strategy being long term objectives, and tactics are the short-term goals we use to get there. In reality, for computer chess, the whole notion often goes out the window and we rely almost exclusively on tactics. The exceptions are cases like opening moves-- I gaurantee though, if a chess programmer were able to tactically analyze their opening sufficintly then they would not rely on an opening book.
The further ahead one can look tactically, the closer the decision comes to becoming strategic. I guess what I'm saying is that if you can evaluate a position well enough, strategy can emerge on it's own without you having to worry about explicitly defining it.
Sorry I don't have anything more technical to add. :)
Will
There was a wargame called Perfect General 2 that came out in the mid 90's. (I'm pretty sure that's the one I'm thinking of, anyway).
There was another game that came out in the late 90's called The Operational Art of War.
One of the features that I remember in both games is that you needed a traceable line of supply back to the main base or you would lose a lot of attack/defensive power.
The concept that you can't simply charge the enemy in a group, without regard for the supply line, is something that's lacking in a lot of modern war games.
The problem is that the AI in both those wargames is a bit ridiculous. They don't understand that they can be encircled, or that they can encircle.
My mis-definition of strategy and tactics in this case is that
Tactics are the decisions that are made based upon one turn and the units that are avaiable to attack. I can see programming an AI that can decide which units are within range and should pile on that particular unit in order to do the most damage. It should actually be able to be fairly skillful at that.
I'm having a more difficult time picturing the strategy, that is, how to defend the supply line, and how to know when to attempt to encircle the opponent, how to allocate troops to best prosecute the attack. All of these things take the knowledge of more than just one turn. Some can be solved by intelligent scenario design, but some things like committing reserves and defending the supply line, are more difficult to do intelligently.
Ralph