OzJeremy said:I hear you, DogmaDog, but I'm with Doshniel on this one. The way they program an AI in a game like this (according to Sid Meier) is program the basics, then play it and see what it does wrong. Fix those problems, play it. Repeat. If you do that for enough iterations, you'll get an AI that is more like a human player than the AI that ships with Civ3. The fact that the difficulty levels are about giving the AI unfair production advantages, not about the higher-level AIs having better tactics, is an admission of failure by the programmers.
Chess is in many ways much more complicated than Civ3 - the beauty of chess is the huge complexity from very simple rules. It's not that hard to program a reasonably realistic chess program; it's just hard to program one that can beat Gary Kasparov. It should not be too hard to program AI that can beat most humans without cheating.
Having said that, I'm a lawyer, so what do I know.
You are right that Chess is very complicated with respect to its mostly simple rules.
Knowing a lot about programming and complexity (as in mathematically) , there is NO respect I can think of in which chess is more complicated than civ 3.
Its actually pretty easy to program a chess program that can play at master level.
A brute force program (which means just computes the tree of possibility as far as it can, and just counts the pieces) on the best computer in the world can play at master level these days...
Of course Kasparov could rip it but Im talking about a programm that can be programmed in a few hours...
Now let me tell you this, there is no team of programmer that could programm an AI for civ 3 s.t
-it would run on a top of the line standard computer
-it would compute every turn under 5 minutes
-it would not get trashed at Regent (even against the human) level 1 vs 1
if you think chess is complicated , think about it this way.
The first ply (half-move) in chess has 20 possibilities.
And for most of the game , which last mostly 100-200 turn at most, this number stays in the 1-50 range.
Now think of how many choices there are for a turn in civ.
For example there are about 25 different positions for the luxury sliders and each unit can move to say 8 spots plus a few different actoins
so just with one warrior and the slider we have something like 400 + choices
this becomes million just considering one city and 2 units ...
If you consider diplomacy, etc then its just impossible to work this way.
So a computer AI cannot really use its computationnal advantage that much and has to rely on strategy which is based on human understanding of the game in any case.