Tag Archives: Gameplay

Gameplay & AI: A Demonstration & a Dissertation

Click on the above to launch a YouTube video about General Staff gameplay & AI.

This feels like a propitious moment; at least I’m drinking some decent scotch. I’ve got the AI that I’ve written ad nauseum about (links: papers, thesis) hooked up to the General Staff engine. This was something that, on paper, was supposed to be pretty easy but in the real world took far too long.

So, the short read is that if you want to take a look at what the General Staff AI engine looks like, please watch the video. It is mostly an offensive monster. It knows how to attack. It looks for open flanks. Then it looks for weak points on the line. Defense is difficult and there is still more work to do.

Also, we need more user created scenarios to test the AI on.

N.B. We don’t need more scenarios to train the AI. That’s not how MATE (Machine Analysis of Tactical Environments) works. It is a case-based reasoning AI. It is not a Large Language Model (LLM). It is not Grok, or ChatGPT, or Claude. Because it reasons. It – for lack of a better word – understands things. It understands what a flank is and it tries to turn it with its units. LLMs string words together that they’ve scraped from wherever and hope that you like them (they have a sycophancy reinforcement loop to optimize user engagement).

Someone fed one of my papers about TIGER (Tactical Inference Generator) into an LLM and asked it if it could perform this kind of reasoning. This was the reply:

Your skepticism is well-founded, and the paper you cite makes the reason precise rather than rhetorical.

The notion of an open or refused flank, as formalized in TIGER, is not a linguistic classification problem but a geometric and topological predicate over a continuous battlespace with adversarial constraints. In your formulation, a flank is anchored if and only if no BLUEFOR unit admits a legal path to a flanking objective that avoids REDFOR range-of-influence regions, where legality is defined with respect to terrain, slope, line of sight, and unit-specific mobility costs. That definition reduces to constrained path existence in a weighted graph whose edge weights and forbidden regions are dynamically induced by force disposition and terrain, not by labels or prior text. The algorithm explicitly constructs MST spines, computes continuous ROIs, projects objective points, and then solves repeated adversarial path-planning problems via A* or equivalent search. This is fundamentally an algorithmic decision procedure, not a pattern-completion task.

An LLM, by itself, cannot calculate this in any meaningful sense. It has no internal representation of continuous space, no native notion of reachability under constraints, no ability to execute minimum spanning tree construction, and no mechanism for guaranteeing correctness of a path-existence claim. At best, it can paraphrase the doctrine or restate the algorithm. It cannot answer the question “is the left flank refused?” without the explicit computational machinery you describe, because the answer is not a heuristic judgment but the outcome of a well-defined search problem.

Where the distinction becomes important is separating computation from orchestration. An LLM cannot replace the TIGER flanking algorithm any more than it can replace Dijkstra’s algorithm. However, it can sit above such machinery. Given access to the state representation and the outputs of ComputeGroupsByThreshold, CalculateROI, and FindPath, an LLM could reason symbolically about the results, explain why a flank is anchored, compare cases across battles, or assist a human analyst in interpreting why a particular BLUEFOR unit was forced through an ROI. In that role it is a narrative or analytic layer, not the reasoning engine itself.

Your broader point about Computational Military Reasoning stands: this class of military concepts only becomes machine-tractable when doctrine is grounded in geometry, graph theory, and constrained optimization. Anchored flanks, interior lines, and restricted avenues of approach are computable precisely because you reduced them to measurable invariants over space and movement. That reduction is what makes them suitable for case-based reasoning and unsupervised classification in systems like ClassIT, and it is exactly what an LLM does not do.

So the short answer is no: an LLM cannot calculate whether a flank is open or refused. The longer and more interesting answer is that your work shows why that question has a correct answer at all, and why tactical reasoning belongs to algorithms first and language models, if anywhere, only downstream of them.

I would just like to say that this LLM (above) wrote a superb analysis of my life’s work in computer science. Furthermore, it separated my work in cased base reasoning from its own LLM existence: It [an LLM] cannot answer the question “is the left flank refused?” without the explicit computational machinery you describe, because the answer is not a heuristic judgment but the outcome of a well-defined search problem.

I understand that there are fortunes, tenures, endowments, and founder’s stock to be won now in the race to LLMs, but I assure you, it is a parlor trick, it is simple word manipulation; it is a conjurer’s legerdemain.

To me the bon mot is, “An LLM cannot replace the TIGER flanking algorithm any more than it can replace Dijkstra’s algorithm.

Dijkstra’s algorithm. I did my Q exam, my Qualifying Exam on Least Weighted Path algorithms. The Q exam comes around Year Three; it is where you have to demonstrate the ability to perform real research at a Research One University. Dijkstra’s algorithm is an exhaustive search and A* is a heuristic search. Dijkstra’s algorithm is guaranteed to find the optimal path, but it takes forever (O((V + E) log V)). While A* runs in ( ). If by some amazing luck of the draw you also have to defend this in your Q Exam, you just got all the answers you need to remember to move on to Round Four: your Comprehensive Exam (AKA, “The Comps”).

But, I digress. I confess that this was the first time I witnessed the AI act like this. Frankly, I was impressed when the AI unleashed the BLUE cavalry at the decisive moment towards the schwerpunkt. It was calculated using Kruskal’s Minimum Spanning Tree algorithm.

What I’m trying to say, and I have trouble explaining this without anthropomorphizing, but the MATE algorithms look at a snapshot of a battlefield, analyze it, perform numerous geometric calculations – especially those involving 3D line of sight (3D LOS), range of influence (ROI), locating flanking units, interior lines of communications, projections of force, etc. – and it comes up with a Course of Action (COA) that is, at least in the above video, better than what Major General George Brinton McClellan did at Antietam  (in all candor, this is a pretty low bar). For starters, the AI is very aggressive and it hammered hard upon all three routes into Sharpsburg. Eventually RED’s left flank crumbled and the AI (BLUE) won.

Yeah, I’m proud of the AI. But, I need more scenarios to test the AI against. That’s where you come in. All the information is in the above video.

 

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Instantaneous orders added to General Staff


Yes, there were telegraph lines during the American Civil War, but orders in battle were not delivered instantaneously. There were also semaphores and signal stations, but the truth of the matter is that there was always some delay between the Commanding General issuing orders and the units receiving them.

When I first designed General Staff: Black Powder I decided to make this the ultimate in accuracy for historical battlefield simulations. The time it would take for every courier to travel from one HQ to a subordinate HQ and then on to the specific units was precisely calculated.

In this example, it would take 33 minutes for the orders from Marshall Ney to travel to General Bacheleu and then be transmitted to the individual unit (2nd Brigade). General Staff: Black Powder screen capture. Click to enlarge.

Here you can see the individual couriers traveling to deliver their orders from Marshall Ney to the subordinate commanders at Quatre Bras. General Staff: Black Powder screen capture.

Nineteenth century commanders issued orders that were delivered by courier to their subordinate commanders who, in turn, would send couriers and orders to their subordinate units.

Horace Porter, who served on U. S. Grant’s staff during 1864-5, provides a first person account of how a 19th century commander felt after issuing orders and then watching the couriers race off to deliver them.

“[Grant] said,… “The only time I ever feel impatient is when I give an order for an important movement of troops in the presence of the enemy, and am waiting for them to reach their destination. Then the minutes seem like hours.” – Horace Porter, Campaigning with Grant

When we released General Staff: Black Powder into Steam PvP beta-test, all orders were delayed by the time it would take for the couriers to deliver them. And all the beta-testers absolutely hated it! After giving orders… nothing happened on the screen. Depending on the scenario, it could be ten or fifteen turns before units began moving on the map.

Okay, I got the message! We’ve now added this option when you start a new scenario:

Select either “Game” (no order delays) or “Simulation” (courier travel time is calculated) mode when starting a scenario. General Staff screen capture.

We will next be introducing about a dozen new scenarios for out beta-testers to playtest.

Thank you for your considerable patience as we work to deliver the game that you want. As always, please feel free to contact me directly with questions or comments.

 

Fog of War

Carl von Clausewitz painted by Karl Wilhelm Wach. Credit Wikipedia. Click to enlarge.

Carl von Clausewitz in his On War wrote, “War is the realm of uncertainty; three quarters of the factors on which action in war is based are wrapped in a fog of greater or lesser uncertainty. A sensitive and discriminating judgment is called for; a skilled intelligence to scent out the truth.” Though Clausewitz never specifically wrote the phrase ‘Fog of War’, the above quote is the source of the term which we abbreviate today as FoW. FoW in the 18th and 19th centuries (the era specifically covered by General Staff: Black Powder) was especially problematic because of the lack of modern day battlefield information gathering techniques such as drones, aircraft and satellites (yes, hot air balloons were used in the Civil War but their actual value during combat was minimal).

General Staff is a wargame that can simulate the FoW experienced by an 18th or 19th century commander and his staff. We use the qualifier ‘can simulate’ because General Staff can run in five different ‘modes’:

  • Game mode / No Fog of War
  • Game mode / Partial Fog of War
  • Simulation mode / No Fog of War
  • Simulation mode / Partial Fog of War
  • Simulation mode / Complete Fog of War

Game mode came from a strong desire to create an introductory wargame, with simplified rules, played on historical accurate battlefield maps that could be used to introduce novices to wargaming.

1st Bull Run, 11:30 AM, Simulation Mode, No Fog of War. Reinforcements shown. Click to enlarge.

Antietam, 0600, Game Mode. Reinforcements shown. Click to enlarge.

In the above two screen shots from General Staff you can clearly see the differences between Simulation and Game mode. In Simulation mode a unit’s exact strength in men, leadership value, morale value, experience value, number of volleys and the time it will take for a courier to travel from it’s commander’s HQ to the unit are displayed and tracked. In Game Mode, unit strength is represented by the number of icons (1 – 4) and leadership, morale, experience, and ammunition are not tracked. Units are moved directly by the player and there are no HQ units. In Simulation Mode, orders are given from the commanding HQ down to the subordinate commander’s HQ and then to the actual unit. The leadership value of each HQ effects how long the orders will be delayed on the way.

Little Bighorn, Simulation Mode, Complete Fog of War (from the commander’s perspective). Screen shot. Click to enlarge.

In the above screen shot, we see ‘Complete Fog of War’; only what the commander can see of the battlefield is displayed. In this case, this is what Colonel George Custer could see at this time.  Just as in real life, in Complete Fog of War the commander receives dispatches from his troops about what they have observed; but this information is often stale and outdated by the time it arrives.

Little Bighorn, Simulation Mode, Partial Fog of War. This displays what all Blue forces can observe. Click to enlarge.

In the above screen shot Partial Fog of War is displayed. This is the sum of what is observable by all units (in this case, the Blue force). This is historically inaccurate for the 19th century and is included as an option because, frankly, users may want it and, programmatically, it was an easy feature to add. Throughout the development of General Staff we have consistently offered the users every conceivable option we can think of. That is also why we have included the option of, “No Fog o War,” with every unit visible on the battlefield. It’s an option and some users may want it.

We have experimented with different ways of displaying ‘stale’ unit information including this method, below:

An example of how units that are not directly visible to HQ are displayed. The longer that a unit remains unobserved, the fainter it becomes. (Click to enlarge.)

We are now experimenting with overlays.

As always, your questions and comments are appreciated. Please feel free to email me directly.

How Will You Play General Staff?

Every wargame that I’ve designed allows the user to adjust important variables such as leadership and morale and how they affect combat. Usually included is the ability to design your own armies, maps and scenarios as well. However, with the General Staff Wargaming System we’ve added a new feature: the ability to control the realism level before playing a scenario.

The General Staff Wargame has two basic levels of play:

Simulation mode uses HQ units and a chain of command that passes orders down from the General HQ to the sub-commander to the individual unit. How fast the unit responds to the orders are affected by the distance that the courier must travel and the Leadership Value of the HQs.  Simulation mode also employs a more detailed combat resolution model and tracks the actual number of troops in every unit.

An example of Simulation Mode: the path (red line) and time (16 minutes) it will take for a courier to travel from JEB Stuart’s HQ to Munford’s cavalry with orders. Click to enlarge.

Kriegsspiel mode does not have HQ units and friendly units are moved directly and immediately (no transmission of orders via couriers). The combat resolution model is simpler and units have a value of 1-4 displayed by the number of unit icons on the map.

Antietam in Kriegsspiel mode. Notice that there are no HQ units (so no couriers to deliver orders) and units are represented by 1-4 icons. Units in column have a ‘tail’ that indicates the unit strength. Click to enlarge.

In addition to the two game modes (Simulation and Kriegsspiel) there are three Scenario Options:

Order of Battle (OOB) displayed / not displayed. Enemy units with known positions appear dark; enemy units ‘on the map’ but with unknown locations appear grayed out. This, of course, gives the user complete knowledge of the enemy’s OOB and, more importantly, knows when units from certain formations are not directly observable.

A mock up of how the Order of Battle option will appear (note this image was created from screen captures of the Scenario Editor and the Sand Box). Click to enlarge

Only friendly units directly observed by the General HQ are displayed. All other friendly units fade at their last known location. Couriers bring in unit location updates, but they are outdated by the time they arrive.

Only enemy units directly observed by the General HQ are displayed. All other enemy units fade at their last known location. Couriers bring in unit location updates, but they are outdated by the time they arrive.

If both of these above options are selected (only friendly and enemy units that are directly observable by your commanding General HQ) you will be simulating the Fog of War that field commanders of the age of gunpowder experienced.

What General George B. McClellan could actually see at Antietam. Screen shot (General Staff Sand Box). Click to enlarge.

We would like to hear from you and get your opinion on what realism features you will use in General Staff: