JoeJ if you're reading this I found your post about pathfinding for 100 units very interesting.
I haven't got there with programming yet, this is a theoretical discussion for now but the idea of using just one unit to simulate a group of units and the idea of using more precise 1:1 simulations can be both used. It's all about when you should use one and when you should use the other. In broad terms schematic simulations should be used for events far in the future, precise simulations should be used events just about to take place. You should proceed this way because if you go detailed simulation for everything that is about to happen (from start to finish) on the timeline the number of options in the simscenarios you have to simulate increases exponentially. To exemplify with a real life situation. You want to travel to another city. I order to get where you want to travel you have to take the train. When you beging the process of traveling, when you leave the appartment and ordering the cab that will take you to the railway station you don't imagine (plan) all the details on the timeline of your traveling process. For starters you only have a broad idea that you will get to the station and buy the ticket. When you leave the apartment you don't think (worry) about which railstation building door you will enter (if there are several of them) where you will leave your luggage when you will buy the tiket etc. because there might be a trafic jam down the road you might have to get down from the cab and take the subway which in the end will affect which railstation building door you will enter because you might be comming from a different direction.
When the cab aproaches the railstation the options about what you will do at the railstation emerge in your mind.
You should use low resolution versions of the map for remote events in the future and higher res maps for things that are about to happen.
In a Starcraft game when the game starts what you don't do is figure out a response to all the moves the enemy might make from the beggining of the game until the end, save the responses somewhere and then use them when the enemy moves take place during the game. What happens most likely is that you figoure out responses down the road.
What are simscenarios useful for.
A simscenario can be used AFTER an event took place to figure out the outcome of what took place (it gives us the ability to tell if what happened is good or bad)
Simscenarios can be used BEFORE something happens when there are several versions of what might take place to predict what is the best behavior to follow.
When writing code for AI we use a simscenario for each "my option enemy option" pair. 2 base build options on my behalf and 2 base build options on the enemy behalf is theoretically 4 low resolution simcenarios. But if we use a pasive version of the enemy and active version of the enemy that mounts for 8 simscenarios total.
When you`re advancing in a new teritory options emerge, there are decisions to be made. When you're staying put and not doing anything there are no options to chose from, for example you have arived at the train station and waiting for your train in the waiting area of the station. However there is a case when you're not moving and yet you have options emerging. If you have a dynamic environment around you there are decisions to be made even if you're not moving. For example if you're working at a fast food restaurant and you have to take orders from incoming clients.
In a mutiplayer RTS match it is important to be proactive, to explore, find out what the enemy is doing. If you adopt a 100 percent defensive taktic and just work on improving and upgrading your base without ever leaving your base to attack or see what the enemy is doing you're blind folded, if the enemy attacks you in a reasonable time you have at least the chase to see what kind of units he has and therefore deduce the configuration of his base. But if no attack happens, all the posible options emerge, the enemy could be doing anything. The game "breaks", it stops being a competitive , profesional match you have to prepare a valid response for everything which you can't do ( you need to research all the tech tree branches, build a huge army with all types of units etc. )
Edit: I just realized a game of chess doesn't have to end. If players don't make winning moves the game could last forever. That's why figuring out all the moves in advance in an exhaustive way is probably impossible for AI.
