dh_epic
Cold War Veteran
Analysis: the AI Dilemma
In the ideal world, we'd like to have AI's that are as smart as a player, convincing us that Hammurabi or Lincoln is actually a human being. But that ignores a very important question: how do humans play Civilization? The answer depend on who you ask.
Some people say humans play to win. That's why they break Right of Passage agreements, favor conquest over any other strategy, and pick on the weak.
Others disagree. The argue that Civ is in some ways like a simulation. That's why some humans forego the highest profits, to give them a sense that they have real interactions with their allies, enemies, and population.
My point has nothing to do with designing the rules of the game. It has everything to do with Artificial Intelligence. If the AI is supposed to be as smart as the smartest human, which kind of human are we talking about? The kind who plays ruthlessly, or the kind who plays immersively?
The Solution: Two Types of AI
Type A: Competitive AI or Game AI
These AIs would be rare. When a civilization is controlled by a Type A (competitive) AI, they play to win. They don't keep friends, they betray them when it's convenient. They don't have hard feelings towards Napoleon or Hitler for trying to conquer the world, they COPY them. In other words, they play like the most ruthless game player, and race to the finish.
Type B: Reactionary AI or Sim AI
These AIs would be more common to give the constructed world an immersive experience. 7 out of 10 Civs would play in a way that builds at their own pace. They want to be on the side of "good", and thus hold grudges against those who have wronged them.
They do start wars. Not war for profit, but because they somehow calculate them to be morally right. This Civ is Fascist, I am Democratic -- so I will fight him. This Civ is from the Middle East and they are attacking a fellow European Civ, so I will join the crusade against the Middle East. It might join wars it knows it cannot win. But otherwise this AI is quite receptive to peace, since they have no desire to win the game -- they are merciful to the extent that nations in real life can be merciful.
Interaction:
If your Civilization and the Type A Civilizations are the main characters, the Type B Civilizations are the supporting roles. If your Civilization and the Type A Civilizations are the masters, the Type B Civilizations are the pawns. If your Civilization and the Type B Civilizations are the monkeys, the Type B Civilizations are the trees.
In other words, the player and Type A Civilizations *use* the Type B Civilizations. When you start a crusade, you get them to join you. When you start your quest to world domination, they're the first one to get conquered. They are your long-term trading partners. And if America and USSR are Type A Civilizations in a Cold War, then you win the Cold War by converting the Type B Civilizations to your side. It is compatible with many gameplay ideas, new and old.
Simple Implementation: How to Cut Corners with AI
Type B: Don't Need to Win
Type B Civilizations are incredibly easy to implement. Why? Because they don't need to win. The only balancing and speed-adjusting you need to do is to make sure that they stay relevent later in the game. Otherwise, it's a question of giving them "realistic" reactions. You know you have a good Type B Civilization when it's possible for a Human Player to be allies with them for an entire game. They generally play honest and steady.
Type A: Don't Need to be Real
Type A Civilizations are something trickier. But all that realism stuff doesn't matter. The only thing that matter is if it can maximize the benefits it acquires in conquest, production, growth, gold, and science. They don't need to follow reptutation, or who's furious. They need to stay neck-at-neck with a highly intelligent player.
Which is why I suggest the Type A Civilizations cheat.
Some would argue that a Type A Civilization that cheats would feel fake. But they don't need to be realistic, the realism comes from the Type B Civilizations. The world would still feel real.
Some would argue that a Type A Civilization shouldn't cheat, it should genuinely outwit the player. Granted, that would be great. But I ask you to hear me out. To outwit the player, the AI would need to master multiple aspects of the game AND avoid being exploited by some flaw in the programming -- a level of complexity that might not be feasible for the programmers, nor your Pentium 4.
Cheating by Catching Up
If you've played a racing game, you'll know that it's easy to smash your second-place opponent and make it impossible for them to catch up. Which is why so many racing games have "catch-up" cheats, where the nearest competitive car will get a little speed boost to stay within striking distance of first place.
Implementing a "catch-up" cheat would be much easier than implementing an AI that outwits the player. Not to mention that catching up will never cream the player so bad that the player quits half-way through, unlike a botched game at a high difficulty level. And catching up prevents the game from being won in the middle ages, such that the rest of the game is a waste of time -- unlike 99% of the Civ games I play.
If the player were fighting a Type A Civ, that Type A would not try to catch-up. It would fight vigilantly, but gradually drop off, as expected. But as that Civ is conquered, another Type A Civ tries to keep pace with the player by conquering other Type B Civs -- and cheats to do so. By the time the player has taken out one of its top competitors, a new competitor has emerged that rivals the player's strength.
Wrap-Up
This simple solution gives the game both realism AND competition, sidestepping the difficult question of what kind of human the AI should imitate. And it doesn't need the processing power of deep blue to do it.
In the ideal world, we'd like to have AI's that are as smart as a player, convincing us that Hammurabi or Lincoln is actually a human being. But that ignores a very important question: how do humans play Civilization? The answer depend on who you ask.
Some people say humans play to win. That's why they break Right of Passage agreements, favor conquest over any other strategy, and pick on the weak.
Others disagree. The argue that Civ is in some ways like a simulation. That's why some humans forego the highest profits, to give them a sense that they have real interactions with their allies, enemies, and population.
My point has nothing to do with designing the rules of the game. It has everything to do with Artificial Intelligence. If the AI is supposed to be as smart as the smartest human, which kind of human are we talking about? The kind who plays ruthlessly, or the kind who plays immersively?
The Solution: Two Types of AI
Type A: Competitive AI or Game AI
These AIs would be rare. When a civilization is controlled by a Type A (competitive) AI, they play to win. They don't keep friends, they betray them when it's convenient. They don't have hard feelings towards Napoleon or Hitler for trying to conquer the world, they COPY them. In other words, they play like the most ruthless game player, and race to the finish.
Type B: Reactionary AI or Sim AI
These AIs would be more common to give the constructed world an immersive experience. 7 out of 10 Civs would play in a way that builds at their own pace. They want to be on the side of "good", and thus hold grudges against those who have wronged them.
They do start wars. Not war for profit, but because they somehow calculate them to be morally right. This Civ is Fascist, I am Democratic -- so I will fight him. This Civ is from the Middle East and they are attacking a fellow European Civ, so I will join the crusade against the Middle East. It might join wars it knows it cannot win. But otherwise this AI is quite receptive to peace, since they have no desire to win the game -- they are merciful to the extent that nations in real life can be merciful.
Interaction:
If your Civilization and the Type A Civilizations are the main characters, the Type B Civilizations are the supporting roles. If your Civilization and the Type A Civilizations are the masters, the Type B Civilizations are the pawns. If your Civilization and the Type B Civilizations are the monkeys, the Type B Civilizations are the trees.
In other words, the player and Type A Civilizations *use* the Type B Civilizations. When you start a crusade, you get them to join you. When you start your quest to world domination, they're the first one to get conquered. They are your long-term trading partners. And if America and USSR are Type A Civilizations in a Cold War, then you win the Cold War by converting the Type B Civilizations to your side. It is compatible with many gameplay ideas, new and old.
Simple Implementation: How to Cut Corners with AI
Type B: Don't Need to Win
Type B Civilizations are incredibly easy to implement. Why? Because they don't need to win. The only balancing and speed-adjusting you need to do is to make sure that they stay relevent later in the game. Otherwise, it's a question of giving them "realistic" reactions. You know you have a good Type B Civilization when it's possible for a Human Player to be allies with them for an entire game. They generally play honest and steady.
Type A: Don't Need to be Real
Type A Civilizations are something trickier. But all that realism stuff doesn't matter. The only thing that matter is if it can maximize the benefits it acquires in conquest, production, growth, gold, and science. They don't need to follow reptutation, or who's furious. They need to stay neck-at-neck with a highly intelligent player.
Which is why I suggest the Type A Civilizations cheat.
Some would argue that a Type A Civilization that cheats would feel fake. But they don't need to be realistic, the realism comes from the Type B Civilizations. The world would still feel real.
Some would argue that a Type A Civilization shouldn't cheat, it should genuinely outwit the player. Granted, that would be great. But I ask you to hear me out. To outwit the player, the AI would need to master multiple aspects of the game AND avoid being exploited by some flaw in the programming -- a level of complexity that might not be feasible for the programmers, nor your Pentium 4.
Cheating by Catching Up
If you've played a racing game, you'll know that it's easy to smash your second-place opponent and make it impossible for them to catch up. Which is why so many racing games have "catch-up" cheats, where the nearest competitive car will get a little speed boost to stay within striking distance of first place.
Implementing a "catch-up" cheat would be much easier than implementing an AI that outwits the player. Not to mention that catching up will never cream the player so bad that the player quits half-way through, unlike a botched game at a high difficulty level. And catching up prevents the game from being won in the middle ages, such that the rest of the game is a waste of time -- unlike 99% of the Civ games I play.
If the player were fighting a Type A Civ, that Type A would not try to catch-up. It would fight vigilantly, but gradually drop off, as expected. But as that Civ is conquered, another Type A Civ tries to keep pace with the player by conquering other Type B Civs -- and cheats to do so. By the time the player has taken out one of its top competitors, a new competitor has emerged that rivals the player's strength.
Wrap-Up
This simple solution gives the game both realism AND competition, sidestepping the difficult question of what kind of human the AI should imitate. And it doesn't need the processing power of deep blue to do it.