Hi All,
I am not a statistician by profession but I am a software developer and I must agree with a previous post that it simply does not make sense from a S/W development viewpoint to design the game engine to have a seperate code path for turn resolution and execution to accomodate the AI. So I suspect that the original test case that spawned this thread, while well intentioned, may be flawed either in setup and/or analysis.
To see if this is the case simply run the same tests again, if the original test is legit each set of results from subsequent tests should be similar to the original test as there is only a 1/333 chance that the original result was achieved by chance. If these new tests diverge from the original then I suggest that the sample size of n=36 is an overstatment and is really n=6, and you will need to run 24 more tests on each side before your data set is meaningful.
BTW, the results from my tests show that the Axis will lose 3 Stug's for every 4 T-34/85's regardless of which side the AI is playing.
So what have I learned form this, first that the AI does not cheat (at least in this instance), second I really need to get a life
-E