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#461 | |
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Chieftain
Join Date: Mar 2006
Posts: 59
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r_rolo1
Quote:
Last edited by Guest01; Nov 05, 2009 at 06:06 AM. |
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#462 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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The issue is that, technically , you can win the game with one city and being a capitulated vassal
So, technically, the game is only lost when you have no military units or settlers ( to include the require complete kills option ) , in spite of the way to recover and win might be pretty much impossible to follow So, because of that, going to suicidal berserk mode will probably not be, unless in very fringe cases, equal or better than simply continue business as usual...
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#463 | |
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Chieftain
Join Date: Mar 2006
Posts: 59
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#464 | |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Quote:
My point in the long post I made was exactly that one: there is no point for a AI player to gimp another player ( human or not ) win if they don't increase their own chances of winning with that ( that, in the example you made above are close of being null ) ... seen in that way, mounting a expedition to torch a city to stop is only worthwhile to a AI player if it doesn't put them on peril of losing in other way, and that can prove to be somewhat hard to do when mounting a hastily assembled military expedition that most likely will be a kamikaze one, with the consequent loss of power and probably the destruction of the diplo network it had before that ( note that a lot of that could be avoided if the AI player in question was smart enough to bribe a third player dumb enough/ pissed enough to do the dirty job for them or even bribe the target player to a war, but that is probably another issue to be discussed separately ). If the AI player can pull it out and still have a fighting chance*, yes, it should think on that option, but if it can't , going there or not will yeild the same result*this implies that we can teach the AI to calculate their possibilities of winning a game. Given that even the majority of the human players are pretty bad doing that ( one of the things you hear more in response of players that post games seeking advice is " you are in a far better position than you think" ), teaching this to the the AI might be troublesome, to say the least
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#465 | |
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Chieftain
Join Date: Mar 2006
Posts: 59
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r_rolo1
Quote:
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#466 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Well, true enough ... but putting the AI giving a show by making a viking funeral just because it can't stop a enemy win is probably out of the scope of a mod that has the propose of making the AI to play better ( well, you can argue it could be in as well .... probably saying that it is unrelated fits better. This is, in essence, a roleplay issue .... )
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#467 |
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Cheftan
Join Date: Mar 2006
Posts: 1,288
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See, rather than 'gang up on the player who is going to win' (which reduces every victory condition to "do you have enough military to take on the world"), what if the AI simply approximated how long it was until the game ended.
And if the game is ending soon, it was 'more aggressive' in some sense. So as you approach cultural victory, people who don't like each other will go to war with each other. Civilisations will chain-whip and mass-draft armies into being, because military unit now > population that could do something later. Nuclear bombs may start flying. Nations at war will strip defenders and turn them into attack stack. Technology will be ignored in order to pay for mass-unit-upgrades. Another civilisation that is going for space race will bend every ounce towards it; neglecting their military in order to get those last components built. Ie, the AI's strategy will be 'exagerrated' as they detect the end of game approaching, and long-term will be neglected for short-term. |
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#468 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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^^That could give another twist to the end game, that is for sure ( in spite of not being exactly a improvement on the the AI... to say the truth I see this more as a option ), but it stumbles in something that I mentioned some posts ago: the AI needs to have a good idea of how close it is from winning via all the possible VC paths to be able to choose in what to focus, a thing that will be somewhat hard to code in a way that produces consistently decent results ( due to the fact that Civ IV VC are non-gradual in essence ). It also implies that we have inbuilt strategies for all the VC, a thing that we only have for culture so far ....
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#469 | |
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Warlord
Join Date: Feb 2009
Posts: 132
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I think that AIs should play to win first, and to achieve a higher score second. If an AI gets to a situation where they cannot win, they can still try to maximise their score. This provides motivation for their actions, and allows us to decide whether the actions of the AI are better or worse. If AIs play only to win, then we cannot judge whether the actions of an AI in a hopeless situation are good or bad.
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Domination = "do you have enough military to conquer most of the world's population and territory?" Diplomatic = "do you have enough military to conquer most of the world's population, taking at least one vassal?" Cultural = "do you have enough military to defend three cities for X turns?" Space = "do you have enough military to defend your capital for X turns? Those are different victory conditions. |
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#470 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Quote:
The human player might be able to trick the AI into not knowing it's near a victory, but that human player would probably have to know in advance how the AI was programmed. Raising 3 legendary cities in one turn, you have to admit, is a pretty extreme example. Most of the victory conditions I think a reasonable approximation can usually be made for how close a player (human or AI) is to victory. Spaceship: Not just how many parts are built but also how advanced the player is. If they're not very good on tech, what's their GNP? Culture: How far is the third strongest culture city from legendary? Take into account a couple of possible great artist great works. It should be possible for an AI to see how quickly that third city is producing culture even if it only does a rough difference check between two turns. Domination: Player is getting a lot of population and land. Rarely would this VC happen in a couple of turns, but certainly a high power rating for someone over everyone else should point to them possibly heading towards domination faster. Conquest: Similar to above.. Diplo: Hard to say, but usually a vic from AP is pretty unlikely so don't really need to take that vic into account. For the UN though, the check should be similar to someone getting near a domination win. Or maybe just check for how many AIs are friendly with the player, how many pop those voters have, and make a rough approximation from there. Time: Well, how many turns til the end? This should be the easiest one of the lot.
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#471 | |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,596
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Quote:
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Mods: Better BTS AI | Unofficial 3.19 Patch | Revolution Mod Pack Components: BarbarianCiv | AIAutoPlay | DynamicCivNames
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#472 |
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Prince
Join Date: Jan 2008
Location: St. Louis, Missouri, USA
Posts: 443
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Damn...I thought I had it, but I don't. I know for a fact though that is not the first time I've seen this...and I've seen it a few times before. I should note...the game I saw it in was using your RevDCM mod - but that uses BBAI 0.81M, so I imagine that is fine to use in the future to show here? Anyway, I will watch for it and provide a save for you when I see it next - as I said, it is common so it shouldn't be too many games in...
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#473 |
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Warlord
Join Date: Feb 2009
Posts: 132
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Incidentally, when an AI goes for a culture victory, does it stockpile Great Artists? This seems like the most flexible option...
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#474 |
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Knight
Join Date: Apr 2008
Location: San Leandro, CA
Posts: 579
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The thing about having the AIs dogpile the player who is on his way to victory is that it removes part of the game. I don't just mean that there will be less point to shooting for space/culture victories because you'll need an army anyway, but rather- part of the skill that allows you to win is managing the AI diplomacy so that they won't attack you when you make your shot towards winning. What's the point of going through the long and deliberate process of making an AI Friendly with you if it isn't going to matter in the endgame?
If being on the verge of winning increased the odds of a DoW multiplicatively I would say that's probably a cool idea. But I don't think it should add ways for Friendly/nice Pleased Civs to DoW- I feel like RPwise the better model for them is "We're pleased our friends are doing so well." No, it's not what a human would do, no, it's not what might win it for that one Civ. But it is also almost never the case that accepting a tech in order to DoW on some second AI is actually more to the benefit of the attacker than the briber- should we make AIs always refuse to do that because it doesn't help them win? Of course not. Nor should we make all AIs always abstain from diplo victory votes. For single player games winning is manipulating the AIs, and we should leave ways that the AIs can be manipulated into allowing a victory.
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#475 |
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King
Join Date: Mar 2007
Posts: 918
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When the AI launches, it really needs to consider a capital move (to the city deepest in it's culture or otherwise safest). Even better would be pre-building a palace or 3 so it can jingle-jangle them. It also needs to be aware that once the ship is launched, trading cities for time is a winning strategy, especially on really big maps. Just keep retreating if you can't win the battle, and make the enemy slog through your culture.
Not getting suckered into defending a city that isn't one of your legendary 3 is the same concept. Once you are within 10-20turns of victory, just defend that victory condition. Will the AI switch civics just to garner the last few votes from another AI for a diplo win? |
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#476 | ||
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Quote:
The only VC that has actual strategies coded in the dll is the culture one, and , once you read them in detail, you can see that most of the code is pretty much what certain strategy guides from Vanilla/Warlords teach as a recipe for a cultural win: build wonders, build sistine, run artists, shut down the slider .... all pretty gradual aproaches, to say the truth ( and better not talk of the non-strategies that apply to the other VC ). This has a reason, OFC : non-gradual aproaches to a win require a thing that the current AI has in short supply: memory. You can't plan to finish all the SS parts in 1 turn if you don't have memory, you can't stockpile a lot of Great artists to use all in the same turn if you don't have memory, you can't make plans to tweak the diplo in a dramatic fashion close of the critical vote if you don't have memory ... well, you got the point....And about the player needing code knowledge to detect the turning points of a AI that jumps on the winner: just see the similar discussion about GalCiv II that is happening in General discussions forum ( oh wait, you even posted there ) . People that don't know the code were fast to discover that the Ai had that mechanism and I'm pretty sure that with some dozens of games in top of them they could pretty much empirically determine where were the tipping points and act accordingly... why would be diferent in Civ IV?Quote:
Obviously would need a good deal of refinenement ( I could point a strategy to counter all of the solutions above, and I would not need to push extreme examples : for a quick example, your SS solution does not take in account the internet or risky SS ), but for starters is not bad
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#477 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Refining is not my specialty.
![]() Quote:
Anyway, even if you can find a clever way to avoid putting the AIs over their tipping point, it's not any worse than it was before. My suggestion would be that if an AI has determined another player to be getting close to spaceship victory, it doesn't rapidly change direction and start attacking, but it should become more and more likely, to the point where once the ship is launched it becomes extremely likely. Of course, this probability of going to war should be severely reduced (possibly even to zero) if the AI is friendly with the player. By the way, the description I gave in my previous post was mainly of a function that would estimate time to the end of the game. By itself a function like that shouldn't make an AI extremely predictable near the end of the game. It shouldn't take too much imagination to see you can program its response to that function to be unpredictable or varied. One could take the view that most of these changes are not going to have any large effect because the human player will just learn how the AI behaves and adapt accordingly. But, remember this is all really to just make that last run for victory a bit more interesting. The last turns of a game become extremely anti-climatic if the AIs just plod along business as usual. The human player is anticipating the end of the game - the hope is that the AI begins to anticipate this end to the game to some extent as well. Remember a lot of the changes in Better AI do not necessarily, or at least don't do so in an obvious way, increase the AI's chances of winning the game. Sometimes better AI might mean making the game a bit more interesting - not just a click-the-end-turn button fest.
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#478 | |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,596
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Quote:
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Mods: Better BTS AI | Unofficial 3.19 Patch | Revolution Mod Pack Components: BarbarianCiv | AIAutoPlay | DynamicCivNames
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#479 |
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Warlord
Join Date: Feb 2009
Posts: 132
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To "remember" whether you've been stockpiling Great Artists, look to see if you have 2+ Great Artists in play. To "remember" whether you've been prebuilding SS parts, look to see if you have several cities with pre-built SS parts. Easier said than done, though.
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#480 | |
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Prince
Join Date: Nov 2008
Posts: 319
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Quote:
Likewise, with pre-built SS parts, come the next turn the AI would see no reason to not just finish those SS parts, as it doesn't remember that its strategy had been to pre-build them so as to catch the human off-guard.
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The History of the Decline and Fall of the Roman Empire http://forums.civfanatics.com/showth...71#post8211171 |
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