I am with Pitor! I would love to see how they make this AI tick! It would be even better to get the privilege of working on it. Too bad those guys are on the other side of the world from me or I'd be beating their door down for a job
. Its tactics are perfect, and its overall strategy are descent, and with the addition of transports, we may yet learn more from it by playing single player.
It makes sense Pitor, what this AI really needs for it to be the best it can is a good assessment of the current state of the war (heuristic function). Its not enough to weigh just units... you need to weigh in terrain layout, your positioning, your enemy's positioning, the possibilities of where the enemy may have secret allies, etc etc.
Now, I think these problems can be divided into two or more categories, and thereby be manageable. (I think this point has been brought up before, but can't remember who said it).
Category 1: Unit tactics - How to make the units involved in a battle manuver most effectively to bring the most firepower to bear, yet done in a way to minimize the enemy's ability to strike back (protecting weaker units, hitting the more powerful enemy units when possible, etc). This problem will become vastly more complex with transports, as all sorts of new movement possibilities are added. I'm quite impressed that they have even made it possible for the AI to use tranports, thats a nasty task.
Category 2: Non combat movement - Trying to get your units to the battle fronts as quickly as possible. Again, this will be affected by the addition of tranports. Also, this category can cover the strategic decisions of where the units are needed. If there is a nearby neutral country, for example, the AI needs to make a decision whether it wants to build up forces ready to invade it.
Category 3: Unit Choice - This is perhaps the most difficult category of AI decisions. Choices of what units to buy are heavily impacted by many factors. The AI needs to chose where its fronts are, what its goal is in each of those fronts. Couple examples: On one front the AI may be just trying to delay the enemy, and so only deploys the minimum number of units to do that. The AI may want to quickly take another territory, so it will focus on mobile units. On a third front, it may have plenty of time before the enemy can send reinforcements, so the AI would try to buy possibly slow but more cost effective units.
Hey, if you have any messenging services, I'd love to discuss this with you, Pitor! I want to learn all I can about this subject.