stealth_nsk
Deity
? what are you talking about. That has nothing to do with calculating during the player turn.
Because that's the only area where AI could actually benefit from being multithreaded.
? what are you talking about. That has nothing to do with calculating during the player turn.
In theory, a multithreaded AI could do some pre-calculations during the player's turn, and then finalize the calculations and make its moves during its own turn.
This sounds good, but quite hard in reality. AI struggles to take into account human player moves for 1 turn, and this system requires taking into account 2 human turns.
I think things like research path, decision trees on how to optimize empire management, what civic to pick next, grand strategy stuff looking 20-30 turns out could be done.
Processor work required for these things could be considered zero, compared to tactics calculations.
Would it work if the processor load is used to calculate AI-AI interactions , like a war between two AIs? or would the programming be too complex ?
Since I assume the stuff we see IBT between two AIs fighting could be calculated beforehand.
One thing that might speed things up is the new stacking possibilities; if we assume that the AI will have the same amount of CiV units, and know how to basically stack, it will cut a bit the calculations. Also, with the builders having charges, I hope the AI will have less civil units to control.
Please tell me if I'm wrong, but I assume the loading times are almost exclusively linked to how AI chose to move it's units.
It could depend on several factors. As I know, a lot of time between moves is just spent on animations, not AI calculation and could be significantly cut by settings and mods.
Other than this - yes, the time between moves is used for AI calculation, because that's what you have between turns - AI moves.
I have 0 programming knowledge, so bear with me. My question could very well be stupid.
As long as we have city states, barbarians, >8Civs and the 1UPT system... >20 second turns are always going to be a thing in the Civ series from now on?
In other words, is there only "so much" that can be done (reasonably) to optimize the game and make use of all that new fancy stuff available like multithreading, 64bit, GPU Ram, etc?.
There's a finite amount you can do to optimize any algorithm, but I can pretty much guarantee you that Civ V's AI processes could be much more efficient than they are. There are many games that deliver a better AI experience with much shorter processing times.In other words, is there only "so much" that can be done (reasonably) to optimize the game and make use of all that new fancy stuff available like multithreading, 64bit, GPU Ram, etc?.
There's a finite amount you can do to optimize any algorithm, but I can pretty much guarantee you that Civ V's AI processes could be much more efficient than they are. There are many games that deliver a better AI experience with much shorter processing times.
First of all, if the length of turns is limited by animations played, there's nothing we can do other than disabling animations
I brought this up in the thread earlier. Since I want to see AI moves relevant to me those animations will need to play. I don't feel the wait on my huge map games particularly onerous and I can't usually parse out how much of each turn is spent calculating the AI vs. informational map animations
This sounds good, but quite hard in reality. AI struggles to take into account human player moves for 1 turn, and this system requires taking into account 2 human turns.
What percentage of the map is in vicinity of human units on a turn to turn basis?