• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days (this includes any time you see the message "account suspended"). For more updates please see here.

AI Map Knowledge

ssmith619

Must...be...original...
Joined
Mar 29, 2002
Messages
175
Location
Bryn Mawr, Pennsylvania, USA
I've heard in this forum quite a bit that the AI not only has the knowledge (which is obvoius, considering both the AI and the RNG are originating from the same CPU), but that it uses it in the early stages of the game. So I guess I have two questions: 1) Does the AI actually use its knowledge of resources that have not been discovered, and 2) if so, why??? It is incredibly easy to make the AI not know about something, so why did they do it? This is, of course, assuming that they do use this exploit.
 
The AI has the ability to see the whole map to help counter human intelligence. They know where the resources are and build cities to claim these resources sometimes (ever wonder why the AI builds those cities in tundra and desert in the BC's? It's because there's probably oil or saltpepper there). And this is why the AI seems like it always beats you to those unsettled islands...

But they must still uncover tiles before they can use them for trade (this is why they still value your maps and send out units for exploring). As long as they have tiles uncovered, there isn't a need for their units to go there usually (they sometimes will try and go through your territory that will uncover 1 sea tile).

In one game I sold world maps to both the Persians and Chinese. Since the Persians now had the ENTIRE map of China and all surrounding lands, they had no need to head in that direction. Thus Persia didn't get contact with China, despite they were next door neighbors on a pangea map. :lol:
 
It is acknowledged by Firaxis that the one AI "cheat" is that the AI "knows" the whole map, but it is unclear exactly what "knowing" the map means.

I hate to throw a small wrinkle into the discussion, but I'm not entirely convinced that the AI knows which resource will appear where, nor am I convinced that it places a tremendously high value on "known" future resources. In other words, I believe that the AI knows that a particular tile is very valuable, but doesn't know that it is valuable because of an iron, coal, or uranium resource will some day appear.

My theory is that the AI assigns a value to each tile on the map, and seeks out high value tiles. Resources (even as yet unknown resources) constitute one of the factors in tile value, but not the end-all be-all.

I came to this tentative conclusion after reading about an editor test originally done by TheNiceOne, which I reproduced with variations on my own. Here's how I conducted the test: I built a map consisting of two islands - one small for me and one nearby and somewhat larger for the AI. The AI's island was all grassland and was covered in RR for ease of movement. I started the AI in the center of its larger island with 2 settlers. The AI built a city in the center location, but then had to choose where next to place its second city. At each corner of AI island, I included a fish and a whale, so that the AI would be drawn to the corners. At this point, all corners were "equal" with the same proportion of shielded grassland and fish/whales and so all represented equally attractive city sites. Now, for each quick test, I placed a future resource like iron, coal, rubber, uranium, etc. at different corners. I also modified corners so that the corner with iron might not have a whale or might have no shielded grassland, etc. I don't recall the full and exact results of the testing, but the principal noteworthy (to me) results included: (1) sometimes better terrain and bonus resources (fish/whales) trumped any strategic resource every time (i.e., as an example, perhaps shielded grassland w/o iron was viewed more favorably than plain grassland with iron in the city radius); (2) the AI either didn't know which resource would later appear, or valued the reource in an odd fashion -- i.e., one would think iron, a critcal resource available very early in the game, would be more valuable than uranium or aluminum -- both important but not available for thousands of years (assuming survival ).

So, in the end, I concluded for myself that the AI knows which tiles are valuable, but either doesn't understand why they are valuable or doesn't value them as a human player might with the same foreknowledge.

I also understood that it was coding, processor and memory challenges that created this cheat, rather than any desire on the part of the developers to give the AI an artificial cheat.
 
My point of view is quit different, Civ series are made to create tension, create some psychological agresivness, you know why they always settle your land ? why they know all your units location ( so you need to def evrywhere), it is in the spirit of the game, i always said that to keep a cool head in this chaotic environement is a major challenge.

A.i. realy piss me off in this game, but i love to kick their but and manipulate them.
 
Back
Top Bottom