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Tanta Simulator

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#20
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Integrating this into the game would be a separate creative task :)
I thought – maybe something like this would still be useful in my project. Let's say, so that AI heroes could also effectively manage their stacks on the battlefield.

But then, I probably wouldn't want the bot to be trained "too well," because that would contrast too sharply with its actions on the map.
Is it theoretically possible to create a bot that is "trained, but not too well" – and at the same time, universally, in general for combat? (or not quite universally, but for a wide range of possible combat situations).

In general, it would be a very interesting task to train in a situation of confrontation with an intelligent opponent – a human. That is, training based on the example of a human playing against a human (or a human playing against themselves).