Saintsup stated it better than I did: AACW is harder than chess, but there aren't hundreds of years and hundreds of books helping people get better. More to the point, it doesn't really matter which game is more difficult -- I enjoy playing both.
The reason it is interesting to look at chess is precisely because an awful lot of smart thinking has gone into programming computers to play chess. I'm not an expert programmer, but it seems to me that two things were done with chess:
1) Opening books: you can program the Ruy Lopez opening out to move 20+, meaning that the computer doesn't have to "think" in order to know what move to make. The equivalent in AACW might be to program the "Harper's Ferry gambit" where CSA takes Harpers Ferry with his first activated brigade, and then, if USA takes Manassas with more than 5000 troops. . . .
1a) Note: computers always beat chess players in "book" (unless the player is Kasparov, who wrote the book ...) That's because the computer can memorize moves easier than humans. Standard advice for a human playing a computer in chess: get out of "book" as soon as you can. Make a dumb move early, and you force the computer to think for itself.
1b) I'm not sure what the return to investment would be for AACW programmers to work seriously on "opening books."
2) Evaluation of a position: this is where chess computers have become much better in recent years. What makes a position good or bad? How can the computer improve its position? Is a sacrifice worth it (absent a clear, computable path to victory)?
2a) I think this is where the AI might be improved, and where the complaints about the AI seem to focus. For instance, about a month ago, Barksdale complained about an AI game where the computer sent a USA army at him without sufficient supply, which he was able to cut off and destroy. Questions: can the computer recognize that its troops are threatened? Can the computer calculate the moves Barksdale would need to take in order to cut off the AI army? Can the computer counteract the moves Barksdale would make to cut off the army? How does the computer place the reserve forces to make sure that the counter-countermoves are possible? etc.
2b) Instead of the brute force calculations described above, it's probably better to program some "heuristics" -- rules of thumb on how the AI will handle certain situations. I don't know if people agree with them, but the following are the types of rules-of-thumb I've got in mind.
Example1: every 10K troopers require either their own supply wagons, or are required to be within a set distance from a supply depot.
Example 2: the computer sets "strategic goals" every 3 months, and values those strategic goals more highly. (One trick I've used against the AI is to distract it from major cities by offering lesser cities. The computer "forgets" it was trying to take Richmond, and takes Charleston instead. This gives me time to rescue the capital.)
Example 3: mutual support is valuable, and the AI values a position more highly where MTSG is possible.
Example 4: unless there is an immediate goal, rest any body of troops (in a well-supplied region) that is down by 33% or more in cohesion. etc
I dont' want to argue with Granitestater about the relative merits of chess and AACW -- they're both good games. I would love to hear from more experienced AACW players about the rules of thumb that y'all use to evaluate positions. This might help improve future versions of the game. More importantly, I might improve my own play.
