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    Fast Battle Calculator

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    • R Offline
      RaiNova
      last edited by

      @cernel said in Fast Battle Calculator:

      Unfortunately, the "270BC Wars" artillery has the issue that it gets taken as casualty or removed too soon, because the autoselector doesn't see it (so an offence/defence 0/0 unit with some powerful AA ability is just seen as powerless). Reliable results can only be obtained using "Order of Losses".

      This also means that the AI removes its artillery units too early. How would you like to express in the xml file where in the order of losses the respective artillery types belong?

      C 1 Reply Last reply Reply Quote 0
      • R Offline
        RaiNova
        last edited by RaiNova

        @cernel said in Fast Battle Calculator:

        I'm not sure what "docu" you are referring to.

        Looks like the main docu is pact_of_steel_2.xml, thanks for pointing that out to me ( @beelee thanks to you, too 🙂).
        I've also found something on https://axisandallies.fandom.com/ .

        I'd prefer an md file in the docs folder of the triplea github repository. Is there anybody else with that demand?

        1 Reply Last reply Reply Quote 1
        • R Offline
          RaiNova
          last edited by

          @cernel said in Fast Battle Calculator:

          However, I'm not aware such wrong casing has any actual negative consequences. Has it?

          It hasn't. I was just picky, because I am uncertain.

          1 Reply Last reply Reply Quote 0
          • C Offline
            Cernel Moderators Lobby Moderators @RaiNova
            last edited by

            @rainova said in Fast Battle Calculator:

            If I run "270BC" with Hard AI for all players: Do I get to realistic scenarios?

            It has been a long time since I did that, but I'm pretty sure Hard AI is going to play the game very differently from any good player.

            1 Reply Last reply Reply Quote 0
            • C Offline
              Cernel Moderators Lobby Moderators @RaiNova
              last edited by

              @rainova said in Fast Battle Calculator:

              This also means that the AI removes its artillery units too early. How would you like to express in the xml file where in the order of losses the respective artillery types belong?

              I'm not sure what you are asking. Do you mean giving the game-maker a way to determine what the autoselection is going to be, like making a list of units from the first to the last one to autoselect? I don't think that would belong to the game file (as long as the player is not forced to go by the autoselection), as such file is about defining the rules of the game. Moreover, a static listing per game would not cover the case of units changing values during the course of the game (usually because of technology).

              Are you thinking about something like
              https://forums.triplea-game.org/topic/1580/support-priority-definition
              but for the autoselector?

              C 1 Reply Last reply Reply Quote 0
              • B Online
                beelee
                last edited by

                @RaiNova this may prove easier to navigate. Basically same as POS2 I believe

                http://www.starlords3k.com/XOB.html

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                • C Offline
                  Cernel Moderators Lobby Moderators @Cernel
                  last edited by

                  @cernel said in Fast Battle Calculator:

                  @rainova said in Fast Battle Calculator:

                  This also means that the AI removes its artillery units too early. How would you like to express in the xml file where in the order of losses the respective artillery types belong?

                  I'm not sure what you are asking. Do you mean giving the game-maker a way to determine what the autoselection is going to be, like making a list of units from the first to the last one to autoselect? I don't think that would belong to the game file (as long as the player is not forced to go by the autoselection), as such file is about defining the rules of the game. Moreover, a static listing per game would not cover the case of units changing values during the course of the game (usually because of technology).

                  Are you thinking about something like
                  https://forums.triplea-game.org/topic/1580/support-priority-definition
                  but for the autoselector?

                  Ideally, in my opinion, the auto-selector should present a selection that, for the whole combat, dynamically assures the average TUV swing is going to be as favourable as possible to the side under the assumption that the other side has the same dynamic selection. Even for simple games, this may be tricky when it comes to decide whether or not to take bombers before something else in defence (for example, taking defending bombers before fighters surely improves the defender's winning probabilities but it may or may not improve its TUV swing). Even better, you should have an option to, instead, select as to maximize your winning probabilities (which is often what you want when you are defending a capital).

                  To keep it simpler, you may go with just maximizing the winning probabilities, as I surmise that would be much easier to code (hoping users won't missclick defending bombers out too often).

                  Of course, I realize this will most likely never be, at least not with full coverage, especially for something as complex as the AA (targeted) fire.

                  As far as the AA (targeted) fire of "270BC Wars" goes (which is called "artillery" in that game, but that's just a customized naming which has nothing to do with what "artillery" usually is in other TripleA games), that is actually relatively simple: it works exactly like the "first strike" ability of submarines, but with the added properties of never hitting "wall" units and always "one-shotting" multiple hit-points units (namely, "fort" and "warelephant").

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                  • R Offline
                    RaiNova
                    last edited by

                    To keep it simpler, you may go with just maximizing the winning probabilities

                    That‘s pretty much how it works today, and I can build the new battle calulator on top of that quite well. It however means that BC270 wars artillery is killed first since it has no fighting power after the first strike.

                    TheDogT C 2 Replies Last reply Reply Quote 0
                    • TheDogT Offline
                      TheDog @RaiNova
                      last edited by

                      @rainova
                      Im not well versed in the use of the Battle Calculator, but does it automatically take into account the rounds a battle take as defined in xml ?
                      eg.
                      land 3 rounds
                      sea 2 rounds
                      air 1 round

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                      R 1 Reply Last reply Reply Quote 1
                      • C Offline
                        Cernel Moderators Lobby Moderators @RaiNova
                        last edited by

                        @rainova said in Fast Battle Calculator:

                        To keep it simpler, you may go with just maximizing the winning probabilities

                        That‘s pretty much how it works today, and I can build the new battle calulator on top of that quite well. It however means that BC270 wars artillery is killed first since it has no fighting power after the first strike.

                        It attacks every round.

                        R 1 Reply Last reply Reply Quote 0
                        • R Offline
                          RaiNova @TheDog
                          last edited by

                          @thedog After a bit of debugging and testing, I believe that the battle calculator ignores the Air/Land/Sea Battle Rounds settings. Both when called from the BattleCalculatorDialog and when used by the AI. I'd consider this a bug. The PR regarding my battle calculator will be quite big. From experience with my first TripleA PR, I'd like to keep it as small as possible. So I'd like not to fix this bug within the current PR.

                          TheDogT 1 Reply Last reply Reply Quote 1
                          • R Offline
                            RaiNova @Cernel
                            last edited by

                            @cernel Is attacks every round

                            The battle dialog shows the artillery left of the column "1", i.e. it has no hit power.
                            208aab24-1086-4109-ae5d-cfa6e1d06be9-image.png

                            R C 2 Replies Last reply Reply Quote 0
                            • R Offline
                              RaiNova @RaiNova
                              last edited by

                              What is an air battle?
                              Is every battle that starts out with only air units involved an air battle?
                              Also if there is infrastructure in the battle location?
                              Is a battle with only air units and aircraft carriers also an air battle?
                              Is a ballte with only aircraft carriers also an air battle?
                              Is a battle with only air units and defending aircraft carriers also an air battle?

                              B 1 Reply Last reply Reply Quote 0
                              • TheDogT Offline
                                TheDog @RaiNova
                                last edited by

                                @rainova said in Fast Battle Calculator:

                                @thedog After a bit of debugging and testing, I believe that the battle calculator ignores the Air/Land/Sea Battle Rounds settings. Both when called from the BattleCalculatorDialog and when used by the AI. I'd consider this a bug. The PR regarding my battle calculator will be quite big. From experience with my first TripleA PR, I'd like to keep it as small as possible. So I'd like not to fix this bug within the current PR.

                                As mentioned I dont use it much, but thanks for the heads up!

                                Personally I view the above Battle Rounds as very low priority.

                                https://forums.triplea-game.org/tags/thedog
                                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                R 1 Reply Last reply Reply Quote 0
                                • B Online
                                  beelee @RaiNova
                                  last edited by

                                  @rainova said in Fast Battle Calculator:

                                  What is an air battle?

                                  Air Battle is for airUnits and takes place before regular combat. You can set how many rounds you want the airBattle to last in map options and whether the attacker or defender can retreat. You can also set it so the air battle happens before strategic bombing raids

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                                  • C Offline
                                    Cernel Moderators Lobby Moderators @RaiNova
                                    last edited by

                                    @rainova said in Fast Battle Calculator:

                                    @cernel Is attacks every round

                                    The battle dialog shows the artillery left of the column "1", i.e. it has no hit power.
                                    208aab24-1086-4109-ae5d-cfa6e1d06be9-image.png

                                    As I've already pointed out, those are offence/defence 0/0 units with special AA (targeted) fire abilities.

                                    1 Reply Last reply Reply Quote 0
                                    • R Offline
                                      RaiNova @TheDog
                                      last edited by

                                      @thedog Just to maximise information about the game: The battle calculator does take into account the Air/Land/Sea Battle Rounds settings.

                                      1 Reply Last reply Reply Quote 1
                                      • aardvarkpepperA Offline
                                        aardvarkpepper @RaiNova
                                        last edited by

                                        @rainova

                                        Normal approximation to the binomial, to speed battle calculator for large battles? Does that suit?

                                        Since I don't know much math or programming I'm just taking a shot.

                                        1 Reply Last reply Reply Quote 0
                                        • LaFayetteL Offline
                                          LaFayette Admin
                                          last edited by

                                          The question of why the original calculator needs to make a game copy was not answered. The answer is kinda complex, but essentially as the game simulates battles, it is actually fighting real battles. If the game data were not copied, the units on the field would be actually modified.

                                          Overall, this is rooted in GameData being a god object and relatively monolithic design for how game data is handled. There is no reason the UI of a battle calculator should really take that long, it only needs a few rules like unit stats & images. The battle logic instead requires massive parts of the GameData object unnecessarily and then in addition to this the data is largely mutable.

                                          All this is to say that a TripleA 3.0 rewrite of how the game rules are stored and a rewrite of how GameData works should resolve a number of these issues.

                                          @RaiNova 's approach is slightly different as the odds are calculated rather than simulated, which avoids the problem of mutating game data.

                                          aardvarkpepperA 1 Reply Last reply Reply Quote 2
                                          • aardvarkpepperA Offline
                                            aardvarkpepper @LaFayette
                                            last edited by

                                            Hmpf, I'll have to learn how to program, then I can get my paws dirty. Set up a Github account then just jump in, sound like a good idea?

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