Tabletop Simulator

Tabletop Simulator

Star Wars: Rebellion (DevKev-Test)
DevKev  [developer] 16 May @ 11:09am
Imperial AI: System Values
The Imperial AI assigns a series of Values to each system. This helps it make decisions.

The different values each system has are:

Probe
Resource
Build
Distance
Military
Threat
Target
Activation
Victory

These values are re-calculated constantly, so are relevant only at the time of the decision. Example: Calculate Values -> Make Decision -> Perform Action -> Calculate Values -> Make next decision -> etc.
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Showing 1-9 of 9 comments
DevKev  [developer] 16 May @ 11:09am 
Probe Value:
This rates how valuable each system is to explore. Range: 0-100. A system that cannot be the Rebel Base (Corruscant, Starting Imperial, Imperial Loyal, Imperial ground, saw Probe card) scores zero. All other systems are assigned a value of 100 divided by the # of candidates. (A candidate is a System that could be the base). At the start of a game, there are 26 candidates (31 Probe cards minus 5 starting Imperial systems). Each System gets a value of 3.9 (100/26). As each system is scanned (made loyal, subjugated, or probed), the # of candidates goes down, and the value of each remaining goes up. The fewer candidates remaining the higher the rise in value. In the early game, unprobed systems have value, but can often be over-ruled by other values such as Builld, Military, etc. This makes them tie-breakers early game. Late game, as there are fewer candidates left, the value becomes more and more urgent. 10 candidates = 10 points, 5 candidates = 20, 3 candidates = 33, 2 candidates = 50. When the base is location known (revealed or deduced), there is only 1 candidate so value = 100.
DevKev  [developer] 16 May @ 11:10am 
Resource Value:
This is a constant value for each system. It is based on the production icons. If a system is destroyed, it's value becomes zero. This value ignores loyalty, subjugation, blockade, sabotage. It's purpose is to value the potential, not the current state. See Build Value for current that. Utapau will always have the highest Resource Value (unless destroyed). The icons are valued at: OT=2, BT=3, OC=4, BC=5, OS=6, BS=7. The queue is inversely valued: 3=0,2=1,1=2. The calculation is: Icon1 + Icon2 + (3-Queue) = Value.
DevKev  [developer] 16 May @ 11:10am 
Build Value:
This is based on the unrealized build potential and Rebel build potential. A higher score means the Imperial AI wants to gain control of this system. Rebel control doubles the value. Control means you can build from this system during a build round. A Sabotaged, Destroyed, or Blockaded system is not a Controlled system.
The calculation is roughly the unrealized Resource Value of the system, and doubled if Rebel Controlled.
An Imperial loyal system scores zero because it has no "unrealized" build potential. It's already been maximized.
A Subjugated system scores the Resource value of the 1 icon that does not produce.
Last edited by DevKev; 16 May @ 11:32am
DevKev  [developer] 16 May @ 11:10am 
Distance Value:
This is a constant value based on the average distance of each other system. Systems in the center have a lower value, while systems on the edges have a higher value. This helps the AI determine "remoteness" of a system. Moving the Death Star into a system with a higher Distance value means it will take more movement/be harder to reach other systems later.
The Range is 2.16 through 4.09. It is simply the average # of moves to reach all other systems. Malastare is the most central system with 2.16, Kashyyk is second place at 2.19. Endor and Dantooine are tied for furthest at 4.09. Systems at the edge tend to have values > 3.1. A lower score is more favorable, higher is less favorable.

Purpose: When splitting fleets the Imperial AI may dedicate minimum force (carrier, 1 ST and 1 TIE) to "dead end" unexplored systems with higher distance scores. Trying to keep the bulk of forces more centralized. Don't want to move the whole force to Mon Calamari (unless we have to due to military value). Moving there just means we are farther and have to move back toward other targets.
Last edited by DevKev; 16 May @ 11:20am
DevKev  [developer] 16 May @ 11:10am 
Military Value:
A simple score based on the strength of Rebel units known to be in the system. Strength counts the health and dice of a unit. A Trooper is 2 strength (1 health + 1 die). A Rebel Transport is 2 strength (2 health + 0 dice). Mon Cala is 7 (4 health + 3 die), etc.
Last edited by DevKev; 16 May @ 11:23am
DevKev  [developer] 16 May @ 11:10am 
Threat Value:
Similar to Military Value, this is the amount of Rebel forces that threaten the system. Rebel "mobile" units threaten a system if they can be moved into it. Mobile means they are adjacent, not leader locked, and have transport. The highest ground units are evaluated first. If there is 4 transport capacity and 2 Airspeeders and 4 Troopers, it is assumed the 2 Airspeeders and 2 Troopers in the threat value.
Structures cannot threaten another system because they cannot move (they do contribute to the Military Value of the other system).
Stranded ground units are considered no threat because they are not "mobile".
Last edited by DevKev; 16 May @ 11:28am
DevKev  [developer] 16 May @ 11:11am 
Victory Value:
This value is more like a switch. It's either 100 or zero. If the Rebel Base location is known (revealed or deduced), it is 100. This guarantees the Rebel system is prioritized in the decision making based on system Value.
DevKev  [developer] 16 May @ 11:11am 
Target Value:
This is a sum of several other scores. It can be defined as: "How bad does the Imperial AI want this system?" The highest Target Value system will be moved toward or targeted by relevant missions first.
TargetValue = Victory + Probe + Resource + Build + Military
Last edited by DevKev; 16 May @ 11:36am
DevKev  [developer] 16 May @ 11:11am 
Activation Value:
This is the same as Target Value, but only applies to systems that can be reached by a fleet. A Fleet is any ship with transport capacity. (A Ship with no ground units is still a fleet, just not as effective). In other words, a system with no adjacent units that can be moved in has an activation value of zero. No reason to activate it.

Use: Let's say Utapau is the highest value Target system, but there are no Imperial units adjacent to it. The AI will assign Utapau's Target score as the Activation Value to the system with a mobile Imperial fleet that is the shortest path toward Utapau. That is the most important system to Activate (because we need to eventually reach Utapau). If there are 2 systems equal distant to Utapau, the one with the higher Target Value is chosen to move the Fleet through.
Last edited by DevKev; 16 May @ 11:43am
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