Opis zasad AI z forum BGG:
I've had huge fun playtesting this game for the last 18 months or so. The German solo system is relatively simple as the allied units are mainly establishing/preserving a frontline with counterattacks when opportunities arise. The Allied solo system is a more serious challenge. As you note, developing a system that generates effective movements without unduly burdening the player who must implement it is serious business.
The first step when a corps is activated is to determine the objective for its army. There is a random choice of three objectives when first chosen and another random choice is made when German units are close enough to the current objective. This is one of many features that gives the game very high replayability. You then consider a priority list of possible moves which include moving into vacant VP towns, exploiting gaps for potentially extended movement, moving up to attack VP towns, surrounding allied units, moving to strongly attack allied units or simply moving closer to the objective. Infantry has some options of their own such as moving into occupied towns to relieve mech units for forward movement and covering flanks.
Having moved all the active units, you then consider attacks. High odds attacks will always go forward, while marginal cases are randomly determined. Sometimes an attractive looking 3-1 will be declined, while a kamimaze-like 1-1 will go forward. The combat system is variable enough that even quite high odds attack sometimes are bloodily repulsed, while sometimes a weak looking attack will blow a surprising hole.
That's how units move. The next question is when they do so. Each player has a deck of cards which include primary and secondary cards for each corps, cards for pairs of mech divisions, a card for each army and finally an army group card. As reinforcements arrives new cards are added to the deck. For the human player, each turn he will use a deck which includes all primary cards and a limited number of the remaining cards. These latter can never be used on successive turns. This means that each day every corps will have at least one opportunity to move via the primary card and sometimes will additional opportunities via supplemental cards.
For the German in allied solo, it is a little different. They use the entire deck each turn, drawing a pair of cards each impulse and selecting the active one based on a priority number. Cards double as combat options and in some cases events. The German will always use the primary for the main mech corps as activation, but the supplementals are often used as combat options, events or later in the game as replacements. So on a given day, a particular corps will activate once (if a main mech corps) but may also activate several more times. Usually you alternate impulses between player and system, but sometimes the German will immediately activate a second time. The order of activations and their variable number gives great uncertainty, tension and variety.