Thanks. I guess i imagined that the computer could calculate success by the number of wins in a battle (determined by the kill ratio). so as an example, say it fields 10 combat ships, and is successful in a battle, it would increase the liklihood of using the same strategy in the future. A failure means it would be less likely to use that same strategy in the future.
Since combat in essence drives everything else, I was thinking perhaps some forula might be devised that would guide the AI's development. So say that the 10 ship strategy is successful, it dosen't neccessarily need more minerals and what not, so then the AI would switch to intel and research development. As the need for more resources occurs because it needs to support more ships, then it would be reflected in the combat losses, which cause the AI to switch strategies.
Think of it as some basic form of AI behavior modification training.
