Txurce
Deity
1UPT is definitely part of the problem, and IMHO other strategy games have done better with the AI, but let's just be fair. This is not an easy problem to solve.
It may not be easy, but it's been long solved by modders.
1UPT is definitely part of the problem, and IMHO other strategy games have done better with the AI, but let's just be fair. This is not an easy problem to solve.
You'd think they could port most of the existing logic over, since Civ 5 and 6 have almost exactly the same combat model.
It may not be easy, but it's been long solved by modders.
YOU SIR ARE AMAZING. I remember watchign that speech and it made me sick. What an idiot to think people dont want a challenge....I can't find a direct quote anymore, only text quotes, but the primary reason for the bad AI, Sid Meier thinks you all are losers, doesn't want to hurt your feelings and lets the AI let you win.
So basically it's a choice for him to see threads where players feel all superior and brag about how they thrashed the "dumb AI" and threads where players feel all butthurt about being beaten by a "cheating AI" give the game bad publicity and leave. And this thread proves Sid Meier is 100% correct in dumbing down the AI just so you could win.
Civ AI has been effectively torpedoed since the introduction of 1UPT. In Civ IV I remember being scared %^$# of Monarch level armies.
t may not be easy, but it's been long solved by modders.
YOU SIR ARE AMAZING. I remember watchign that speech and it made me sick. What an idiot to think people dont want a challenge....
Moving goal posts will have a negative impact upon the AI too; if the mechanics of the game are constantly in flux, implementing & balancing AI logic to work with them will be impossible.
Looking at the mechanics in civ6, they have neither been thoroughly play-tested nor balanced, which points to the obvious likelihood of them being thrown together at the last minute.
Thus it's no wonder the AI doesn't possess the logic to effectively interact with the mechanics.
I really do wish they'd get rid of 1upt; not only for simplifying the problem for the AI, but for lightening the load on the player. (e.g. directing 10 units from one end of your empire to the other should NOT require re-issuing half a dozen move orders EVERY turn....)
From a UI perspective, even *Civ1's approach would be better than the tedium we have at the moment! (*infinite stacking, but if 1 unit loses on the defence, the entire stack is wiped)
This may appear to be true, but there's not enough evidence to back it up IMHO. Hundreds of thousands of people have played the stock AI, including *all* of the best CIV players in the world, and some of the exploits and failings were only found due to that intense scrutiny.
Any given mod may get hundreds or perhaps even a few thousand players, but of those only a handful play it a significant amount. I'd be willing to bet that the total number of play hours of even the most popular AI mod is less than 1% of the total play hours of stock CIV. It's the same reason that Firefox was long touted as being more secure than IE. It was really only secure because hackers weren't targeting it as much.
So, while I admit I haven't played any AI mod enough to know either way, my suspicion is that it would fall apart under intense scrutiny as equally if not more flawed. Perhaps flawed in different ways, but IMHO you can't fix the core issues with 1UPT AI with a simple mod.
I don't mean to denigrate the amazing work people have put into mods of CIV. I've used many of them, and swear by them. I'm just saying that the evidence of AI Mod superiority is anecdotal.
Don't agree with this at all. I played a few AI mods in Civ V and although better they were still easy to beat and they were quite slow per turn - like 30-45 seconds - in the late game.
This may appear to be true, but there's not enough evidence to back it up IMHO. Hundreds of thousands of people have played the stock AI, including *all* of the best CIV players in the world, and some of the exploits and failings were only found due to that intense scrutiny.
Any given mod may get hundreds or perhaps even a few thousand players, but of those only a handful play it a significant amount. I'd be willing to bet that the total number of play hours of even the most popular AI mod is less than 1% of the total play hours of stock CIV. It's the same reason that Firefox was long touted as being more secure than IE. It was really only secure because hackers weren't targeting it as much.
So, while I admit I haven't played any AI mod enough to know either way, my suspicion is that it would fall apart under intense scrutiny as equally if not more flawed. Perhaps flawed in different ways, but IMHO you can't fix the core issues with 1UPT AI with a simple mod.
I don't mean to denigrate the amazing work people have put into mods of CIV. I've used many of them, and swear by them. I'm just saying that the evidence of AI Mod superiority is anecdotal.
(professional software engineer whose worked in AI for decades (among another other areas) FWIW)
The first question would be what techniques would be useful here. Recent developments in deep learning come to mind. While the parameters explodes compared to say, a Go game (where a deep neural net with tree search system beat the best human player recently (AlphaGo)), I would be interested in seeing how well you could throw a DNN at civ. Having thousands of games to train on would be a necessary step. Except in small parameter spaces like city attacking I'd suspect that running inference might throw your average GPU under the bus. Certainly training would take some deep pockets.
One could consider a single layer NN doing some form of gradient descent with an appropriate goal function, as a good focused solver. It would probably behave predictably and stupidly much of the time, but might be entertaining.
Otherwise going back to classical AI techniques, a tree searcher with an optimization goal and hand coded knowledge db would probably be the default approach. Would work the best, until people figured out its boundary conditions.
So yeah, lots could be done here but as usual it comes down to time and money. I'll probably mess around with this in a mod for fun.
(professional software engineer whose worked in AI for decades (among another other areas) FWIW)
The first question would be what techniques would be useful here. Recent developments in deep learning come to mind. While the parameters explodes compared to say, a Go game (where a deep neural net with tree search system beat the best human player recently (AlphaGo)), I would be interested in seeing how well you could throw a DNN at civ. Having thousands of games to train on would be a necessary step. Except in small parameter spaces like city attacking I'd suspect that running inference might throw your average GPU under the bus. Certainly training would take some deep pockets.
One could consider a single layer NN doing some form of gradient descent with an appropriate goal function, as a good focused solver. It would probably behave predictably and stupidly much of the time, but might be entertaining.
Otherwise going back to classical AI techniques, a tree searcher with an optimization goal and hand coded knowledge db would probably be the default approach. Would work the best, until people figured out its boundary conditions.
So yeah, lots could be done here but as usual it comes down to time and money. I'll probably mess around with this in a mod for fun.
I can't find a direct quote anymore, only text quotes, but the primary reason for the bad AI, Sid Meier thinks you all are losers, doesn't want to hurt your feelings and lets the AI let you win.
So basically it's a choice for him to see threads where players feel all superior and brag about how they thrashed the "dumb AI" and threads where players feel all butthurt about being beaten by a "cheating AI" give the game bad publicity and leave. And this thread proves Sid Meier is 100% correct in dumbing down the AI just so you could win.
Why is it so difficult to at least make them play 80% of us? It is the combat part that is the worst. They really, really suck.
Have Firaxis or who develops it now, admitted they don't have the skill to make it better or do they feel it improves? It is the main aspect I need changed.
The thing is, if the AI empires were anywhere remotely as aggressive as the barbarians, we would not have nearly as many complaints. They managed to make the barbarian menace real in the early game, proof that they can actually code an AI that poses a threat to human players. Why are the major civs' forces so comparatively shy?I play CIV much less than you have had. But I've observed the difference between CIV 5 and CIV 6. Recently, I have played a couple of online games on KING and EMPEROR settings. The Barbarians perform exceptionally well, even on KING difficulty. They attack sensibly and "without mercy" as compared to CIV 5. One of the strangest moment in CIV 5 was that the AI barbarians could suddenly retreat from combat and it doesn't choose whom to attack if I placed 2 of my warriors around it. CIV 6 will eliminate the weakest and shows willingness to continue attacking.
Overally, I would say, AI is acceptable on KING and EMPEROR level.