Cell and TList

BlitzMax Forums/BlitzMax Beginners Area/Cell and TList

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Your maps look pretty much like influence maps to me.
Areas to attack are those within 'attacking distance' of your units where your attack strength exceeds their defence strength by a certain factor (2-1 or 3-1). If that doesn't happen then you check what you can move for this to be an option for the future (often this can be by using simple minimax algo) If you have reserves there should be an option to commit them.
How your AI engages the enemy is often dependent on your commander. Aggressive commanders attempt to engage as many enemy units as possible but reduces the strength vs defence odds. A defensive commander attempts to make each area as high a defensive strength as possible. A 'neutral' commander will engage only when they have sufficient strength without leaving a weak area. This is also offset against a priority list for which areas MUST be taken. It's easy to get IMs working but not trivial to analyse them into allowing AI to formulate a plan.

Go to the library and get a copy of AI Game Programming Wisdom. Article 'Recognizing Strategic Dispositions: Engaging the Enemy' covers what you're after. Also loan a copy of Game Programming Gems 1 and 2 for articles from Paul Tozour.
There are also some great articles here CGF-AI in particular 'Dynamic Procedural Combat Tactics'
<edit> and while searching I have found this for the first time.