Playing chess, you may move a single piece, in which case there may be four or five likely counters, to which you may have three or four counters, in which there may be two or three counters, and so forth. Even then, some of those counters may not directly involve the piece you moved, but other pieces elsewhere on the board. What this means is that you may gain an advantage now only to lose that advantage five or six moves down the line.
Properly speaking, of course, you never gained an advantage in the first place. You only THOUGHT you gained that advantage; had you calculated correctly, you would have realized there was no advantage there in the first place.
Playing Axis and Allies, you know pretty fast whether you screwed up or not. If you lost a lot of IPCs worth of units, you had better have a pretty immediate counter. If you can’t counter immediately, your opponent can reposition his/her units, and if you didn’t have an opportunity to exploit before, you almost certainly won’t after your opponent moves.
That’s why programming an Axis and Allies AI should not be such a big deal. I mean, yeah, it ain’t like a walk in the park. But it sure shouldn’t be some kinda task that requires a few millions of dollars in AI research and development.
It’s like saying Marisa Miller farts flowers. Like, she is awesome and hardworking and all, but let’s not go overboard eh?
If it’s so easy why don’t I do it?
I can write algorithms, but I can’t code them. Heh heh. :wink: