Langrisser

Artificial Intelligence Document

The basic structure of AI in certain games

1)一番重要なのは初期配置

1) Initial placement is the most important

特にシナリオが防御であれば、これで大半の難度が確定するのは陸戦の構造を理解していれば一目稜線。

If you understand the structure of land warfare, this will determine most of the difficulties, especially if the scenario is defensive.

攻撃であっても悌隊配置や斜形時による接触時間差、分進合撃、拘束と機動で配置を分けるなど仕掛けられます。

When the scenario is about an attack, it can be set-up in various ways. Such as by separating the contact time through arranging diagonal formations, and by dividing the fighters into separate advance and attack groups, and by separating the position of attackers for restraint and mobility.

防御では、槍兵による拘束阻止部隊、魔法使い火力支援部隊、騎馬機動打撃部隊と分けるのも可能

In terms of defence, it is possible to divide it into a spearman restraint prevention unit, a magician fire support unit, and a cavalry mobile strike unit.

2)指揮ユニットと、兵ユニットの思考を別々に用意する

2) Prepare separate thoughts for command and troop units. 

指揮ユニットは敵ユニットの位置を広範囲で策敵し、発見した目標に向かうようにする

 兵ユニットは、指揮ユニットの指揮範囲内に必ず留まるようにしておく。

 これにより、部隊がバラけるのが防げ、戦力の集中が可能

Ensure that command units have plotted the positions of enemy units over a wide area and are moving towards any targets they discover.

Troop units should always remain within the command range of the command unit.

This prevents units from becoming scattered and enables concentration of forces.

また指揮官が某ゲームの場合、兵回復能力があるので、部隊全体の持久力を高めてくれます。

 (兵は体力が70%以下になると指揮官に近づき回復する設定)

Also, if the commander is a certain level, he has the ability to recover troops, which increases the endurance of the entire unit.

(Troops are set to approach the commander and recover when their strength falls below 70%)

3)指揮ユニット毎に目標を設定する。

3) Set targets for each command unit.

指揮ユニット毎に、移動目標を設定できるようにする

Allow movement targets to be set for each command unit.

目標は座標の場合と、敵指揮官もしくは友軍指揮官ユニット(指揮官)の場合がある。

The target can be coordinates, or it can be an enemy leader or a friendly leader (commanders).

友軍指揮官も選択可能にする理由は、その友軍の護衛とすることで、さらに大規模な戦力集中が可能になる。

The reason for also allowing the selection of a friendly commander is that he can be the escort of that friendly force, allowing for even greater concentration of forces.

この時、目標設定に起動条件や優先順位をつける事で、初期配置とあわせ作戦計画もどきを構築できます。

At this time, by assigning activation conditions and priorities to the target, it is possible to construct a kind of operational plan together with the initial deployment.

 また、起動条件には、敵や味方が一定の座標を超えた時とか、一定距離に入った時とか、一定時間をたった時とか。

 それぞれを複数部隊で連動するように設定することで、作戦もどきが出来あがります。

Activation conditions include when an enemy or ally crosses certain coordinates, or comes within a certain distance, or after a certain amount of time.

Each of these can be set up so that multiple units work together to create a simulated operation.

4)兵の汎用思考

 兵は下記の優先順位で行動します。

4) Soldiers' general thinking

Soldiers will act in the following order of priority.  

1:自分のHPが70%以下なら後退し指揮官隣接で回復

1: If HP is below 70%, retreat and recover adjacent to the commander.

2:指揮官の指揮範囲からは自ら出る事はありません。

2: Do not leave the commanding officer's sphere of command on their own.

3:2の範囲内で、一番弱い敵を攻撃(射程/相性含みソートしてます)

3: Attack the weakest enemy within a range of 2 (sorted by range / compatibility)

4:敵がいなければ、とりあえず指揮官の周囲に集結

4: If there are no enemies, rally around the commander for now.

通常、戦闘結果は同レベル、同種のユニットが戦闘すると、7:7 相性が悪いと2~3:8~9になります。

Usually the combat result is 7:7 when units of the same level and type fight, 2~3 : 8~9 when they are incompatible.

つまり1ユニットを1ユニット1回でつぶすのは困難です(強力な指揮官でもなければ)

This means it is difficult to destroy one unit in a single move (unless it is a powerful commander).

つまりよくある、ぎりぎりで釣り上げてカウンターで撃破が難しいのです。

Therefore, it is difficult to attract the enemy towards you and, at the last minute, defeat them with a counter attack.

たとえカウンターで倒したとしても、次のターンでは敵指揮官が前進してくるので周囲全体が敵指揮範囲に入ってしまい、前の戦闘で損害を出した我ユニットは敵兵ユニットの総攻撃に会う事になります。

Even if you defeat them with a counter attack, the enemy commander will advance on the next turn and the whole surrounding area will be in the enemy command range. The entire perimeter will be in enemy range, and our units that took damage in the previous battle will be met with an all-out assault by the enemy's soldiers.

さらに某ゲームでは魔法の射程と効果範囲が広いというのが特徴になっています。

Furthermore, certain games will be characterised by the wide range and area of effect of magic.

しかし、威力が弱めなものが多く、複合して叩きこむとかしないと、敵兵の自動回復や指揮官の回復により決定打になりにくいという特性を持たせました。

However, many of them are weak in power, and unless they are combined and strike together, the automatic recovery of enemy soldiers and the recovery of commanders make it difficult for them to be decisive.

しかし、これにより敵兵のHPを漸減しつつ、回復で位置を拘束する事ができます。いわゆる、砲兵による射圧という奴です。

However, this allows you to progressively reduce the HP of enemy soldiers while restricting their positions for recovery. This is what is known as artillery fire pressure.

魔法を準備砲撃として敵を拘束、近接戦闘兵科による突撃により、魔法砲撃の長期戦をさけて早期に敵を撃破できる訳です。

Using magic as a preparatory bombardment to restrain the enemy, and then charging with a close combat unit, enables the enemy to be destroyed early. Thus it is possible to avoid a prolonged battle of magic bombardment.

(なお、MP残量に注意し、弾薬集積を行って射撃ペースを調整しておかないと、攻城戦などで援護の魔法砲撃が途中できれたりします…)

(In addition, if you do not pay attention to your remaining MP and adjust your pace of fire while accumulating more, you may lose your covering fire / magic in the middle of a siege...)

(計画射撃、事前集積とか重要だよねw うらー)

(Planning fire, pre-collection, etc. are important <laughs> Oorah! )

集中と分散、火力制圧と機動打撃をシステムに組み込みつつそんなに複雑なAIでなくても、それなりに「らしく」動いてくれるのですw

It doesn't have to be a very complex AI when incorporating concentration and dispersion, or firepower suppression and manoeuvre strikes into the system, but it can still kinda work "as it should". <laughs>

そしてシナリオ毎に一定条件で出現する増援を配置

And place reinforcements that appear under certain conditions for each scenario.

これで、数値だけではなく、それなりに手ごわい行動をするように見えたりしちゃったりなんかしてw

This could make them appear to behave in a more formidable way, and not just in terms of troop numbers! <laughs>

あとはシナリオ毎に勝利条件を含めバリエーションを組んでいけば…

After that you just need to create variations, including victory conditions for each scenario...

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◆強い部隊行動をさせるには

To have strong troop behaviour

指揮官毎に兵科を集めるんです。

Collect military units for each commander.

例:

指揮官Aは槍兵x8 

指揮官B槍兵x8 

指揮官Cは弓兵x6 

指揮官Dは騎兵x8

Example:

Commander A has 8 spearmen

Commander B has 8 spearmen

Commander C has 6 archers

Commander D has 8 cavalry

つまり小隊毎に同一兵科運用です。

あとは初期配置でポジションを決めてあげれば大丈夫。

ただし、この方法の肝は、間接射撃系の射程を長めにすること。

(ラングの場合は短くても5、長いので8、その代わり威力は低めにする)

In other words, the same troop type is used for each platoon.

All you have to do is decide their position in the initial placement.

The key to this method, however, is to increase the range of indirect fire systems.

(In the case of Lang, the shortest is 5, the longest is 8 but the power is lower.)

諸職種共同は同一指揮官内の行動としてではなく、指揮官+部下の小隊同士の連携に持ち込むわけです。

Various types of collaboration are not brought together jointly under the same commander, but rather it brings platoons (consisting of a commander and subordinates) together.

さらに

Furthermore

指揮官A(槍兵)は自由行動

指揮官B(槍兵)は指揮官Aを移動目標とする

指揮官C(弓兵)は指揮官Aを移動目標とする

指揮官D(騎兵)は座標Xを移動目標とする

Commander A (spearman) is free to move

Commander B (spearmen) has Commander A as a movement target

Commander C (archers) has Commander A as a movement target

Commander D (cavalry) sets coordinate X as a movement target

これで指揮官Aを中心としたABC3小隊の主力と、指揮官Dの支隊に別けられます。

This separates the main force of the ABC platoon, led by commander A, from the detachment of commander D.

(主力は集団できますが、接敵すれば射程の関係で自動的に槍が前、弓が後ろになります)

(The main forces can group together, but if you engage the enemy, the spearmen will automatically move to the front, and the archers behind, due to their range).

この場合指揮官Dは座標Xに向かいながら、その部下は途中の敵を排除しようとします。

In this example, commander D heads towards coordinate X while his subordinates try to eliminate the enemy on the way.

(しかし、指揮官から一定以上は離れないので、その敵に固執せず、強行突破の形になります。)

(However, Commander D's subordinates will not leave the commander beyond a certain point. So they don't cling to an enemy, just forcefully break through the field.)

この指揮官Dを追撃しようとすると、移動力の違いで遅れてくる指揮官Aに率いられる主力が迫ってくるのでさあ、どうしよう?騎兵を追うか、主力と決戦するかの決心をプレイヤーは迫られる訳です。

If you try to pursue this commander D, the main force, led by commander A, who is lagging behind due to the difference in mobility, will close in on you. So now what do you do? The player is forced to decide whether to pursue the cavalry or fight the main force.

さらに煽る為には、騎兵Dの目標座標Xが勝利条件としての防御対象だったりすると騎兵をどうしても無視できなくなるんで、楽しい話になりますwwww

To further aggravate the situation, if Cavalry D's target coordinate X is a defended target, which is part of your victory condition, you can't ignore the cavalry at all, so it makes for a fun story! Hahahaha!

なお、このシステムでは1指揮官が指揮するユニットは6~10と多めにした方が面白いです。その上で指揮官つまり小隊として6~10を展開させます。

In addition, in this system, it is more interesting to increase the number of units commanded by one commander by about 6~10. And then, put 6 to 10 commanders in the field.

10小隊の例としては

近接系:歩兵小隊x2

      槍兵小隊x2

騎兵:騎兵小隊x3(特殊な飛行兵や海兵も含む)

支援射撃系:弓兵(攻撃魔法)小隊x2

支援回復系:兵站(回復魔法/僧侶など)x1

As an example of 10 platoons:

Melee: 2x infantry platoon

2x spearman platoon

Cavalry: 3x cavalry platoons (including special airmen and marines)

Support fire: 2x platoons of archers (or attack magic)

Support recovery: 1x logistics (recovery magic / monks, etc.)

敵として配置する場合は、どこかに重点をおくのも楽しいです。

When placing them as enemies, it's also fun to focus somewhere specific.

例えば、殆ど全部を騎兵にして全滅覚悟のネイの騎兵突撃をやらせてみるとかwwwww

For example, you could make almost all of them cavalry and have them do Ney's Cavalry Charge,* ready to be annihilated! Hahahahaha!

*(Translator's Note: Ney's Cavalry Assault = largest cavalry-only assault in history, committed by the French army's Michel Ney against the British at Waterloo, during the Napoleonic Wars.)

なお、この例題の指揮官D(騎兵)は、まあいわゆるOMG(作戦機動グループ)な訳ですな。

By the way, Commander D (Cavalry) in this example is a so-called OMG (Operational Maneuver Group).

(Translator's Note: OMG = Operational Manoeuvre Group, the former Soviet armoured division that, as part of the Soviet strategy at the time, was deployed deep into enemy territory after their military was able to breach enemy lines.)

で、後続の主力が第2梯隊。

And the main force that followed was the 2nd echelon.

(第1梯隊を入れるのであれば、OMGのさらに手前に目標を敵前線指揮官に固定した歩兵を展開させる事になります)

(If you put in the 1st echelon, you'll deploy infantry with a fixed target on the enemy front line commander even closer to the OMG.)

(騎兵は座標指定なので第1梯隊の混戦の中を超越し目標座標Xに突進していきます)

(Since the cavalry is guided by specific coordinates, it will rush through the melee of the 1st echelon and rush towards the target coordinate X)

うらー

Oorah!

逆にエアランドバトルをやらせたいのであれば、飛行騎兵(ドラゴンナイトなど)を山や森林越しに敵後方に座標指定で動かしてから、目標地点到達を条件に、目標変更します。

Conversely, if you want the player to engage in air-land battles, first move flying cavalry (e.g. Dragon Knights) over the mountains and forests to the enemy's rear using specified coordinates, and then change their target if the player reaches a location point.

この時の新目標を敵後方の魔法部隊などを指定すれば、FSやAHによる縦深攻撃(後方打撃)とあいなります。

If a new target is specified at this time, such as a magic unit in the enemy's rear, a deep attack (rear strike) by FS or AH can be used.

Translation note:

FS = Anti-surface military support bomber (fighter-bomber of ground support)

AH = Attack Helicopter

これで、シナリオを作戦計画として作成するというのが、どういう事なのか、おぼろげに判るかと思います。

With this, I think you can vaguely understand what it means to create a scenario or strategy plan.

肝は勝利条件という目標に、各部隊(小隊)をどう配置させ、移動目標を与えるかさらに、移動速度や時系列をも考慮して有機的に連携させるかという事です。

The key is how to position the units (platoons) and provide them with movement objectives, as well as how to organically link them together, taking into account their movement speed and timing sequence, in order to achieve the goal or victory conditions.

さらに連続状況として増援なども加えると吉。

It is also a good idea to add reinforcements throughout.

これによっては攻撃→防御→攻勢転移という流れを作為する事も可能です。

With this, it is also possible to create a flow of: attack → defence → offensive shift.

なんか、簡単スレの戦術問題想定策案の話みたいになってきましたが…まあ、そんなとこw

It's starting to sound like we're simply talking about a slew of tactical problems... Well, it's something like that. <laughs>

そうそう、この思考システムの兵ユニットはマップ全体を診る必要はなく、自分の移動力+射程の範囲だけを計算すれば良いので、全体的な思考速度の向上にも繋がっています。

Oh yeah, soldiers with this "thinking system" don't need to examine the entire map, they only need to calculate their own mobility + range of fire, which also improves their overall thinking speed.

(全体は指揮官ユニットが見るので、そんなめちゃくちゃにはならないどころか、より集団的に行動するのが肝)

(Since the commander unit sees the whole thing, it's not such a mess, but more of a collective action, which is the key).

結果としてラングはアドバンスド大戦略よりも登場ユニットも多く、マップも広いのに大戦略では1ターン30分以上かかるCPU時間が、ラングでは数分で終了します。

As a result, Lang has more units than Advanced Daisenryaku*, and the map is larger, but the CPU time, which in Advanced Daisenryaku takes more than 30 minutes per turn, ends in a few minutes in Lang.

(Translator's Note: Advanced Daisenryaku for Mega Drive is infamous for taking a long time when the computer is thinking of its next move.)