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From: "gil" <hakim@tx1.elex.co.il>
Subject: Re: Ogre
In-Reply-To: Your message of 28 Jan 1996 01:32:38 GMT.<4eejnm$647@news.texas.net>
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To:  Jim Case <case@millenium.texas.net> 
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hello there,

I am developping at the moment my own wargame engine. I am sending you a
text I wrote a while ago. I am interested in cooperating with anyone and
progress and help others as well.


text follows.
cheers.
Gil

 
>I am currently working (in my spare time, hahaha) on a tactical wargame.
>The engine will be made of classes for each level of command, from the task
>force HQ, let's say, to the Cies HQ, then for the platoon leaders, then for
>the units themselves.
>
>The units :will be responsible for their survival and immediate
>environnement and responding (or not ) to the platoon leaders orders.
>
>The platoon leaders : will be responsible for implementating their tactical
>orders that is to say send orders to units according to the situation in
>their (larger) environnement, and according to the Cies HQs orders. (I
spare
>you all the variations, that's a subject I have also pretty much to say)
>
>The HQs: issue orders to platoon leaders according to their view of the
even
>larger situation without dealing with all the combat details and abtracting
>their platoons to potentials
>
>The Task Force HQ: Sees the whole picture and issues orders to all the part
>of the front according to its understanding of the situation ( I'll explain
>later) to Cies HQ.
>
>Now we can have a set of determined actions that can be applied with
pattern
>analysis to a given situations. (remember that, globally, there's a limited
>set of combat situations and maneouvers. I believe I can define most of them,
>mostly from experience)
>
>Talking about the situation awereness, I believe I can use "risk", "threat",
>and "path" maps (list not exclusive): Those will be sort of two dimensional
>maps with heat points varying on the value we want to stress out. For
>instance, kill zones, movement difficulty zones, ennemy location... We can
>use also probability maps for the position of the ennemy according to the
>information provided by seen units also converted to heat maps. Then,
>according to techniques used in image processing we can derive an action. (
>techniques I can think of are pattern matching, edge detection, simulated
>annealing, fluid dynamics, maybe more, I don't know...suggestions appreciated!)
>
>Those maps would be for each level of groups (units, leaders, HQ...) and of
>the size of their awereness environnement. unit sees less than Cie HQ, but
>maybe with more precision. I don't know.
>
>I strongly believe this approach to give a good close to life tactical engine.



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From: case@millenium.texas.net (Jim Case)
Newsgroups: comp.ai.games
Subject: Ogre
Date: 28 Jan 1996 01:32:38 GMT
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Does anyone remember the tank game called Ogre (by Origin I think...)?

I've been playing Command & Conquer recently, and the AI in it is very 
stupid. I'm used to computer opponents of the caliber found in Perfect 
General and the C&C AI basically allows you to 'starve' it to death very 
quickly, then slowly destroy each of it's units... anyway, this bit about 
C&C relates to Ogre in that I'd like to write an AI for a strategy game 
(preferably realtime, like C&C) and have it play against other AIs.

Something like the concept of Ogre but in the environment of a strategic 
wargame... When I'm feeling very ambitious I'd say it should be networked 
also.

I'm interested in working on this project in cooperation with anyone who 
thinks it's worthwhile.

Later,
Jim Case

Disclaimers: I'm only representing my own opinion, and the views expressed here don't represent my employer's. And conversely.
This disclaimer also absolves the author of any and all responsability for past, present and future events.


