Civilization is a pretty deterministic game. There is still luck involved in combat, but we can ignore it for a minimax AI. Given enough processing power, the AI will be able to make the best moves, every single time. It will be able to handle whatever promotions you throw at it, as long as the combat simulator is correct. The biggest downside to minimax is speed.
However, this can be improved in many ways:
1) Alpha beta pruning significantly reduces branches taken
2) Quick evaluation (combat simulator) - the sim will forget about luck. (The game still has luck, the algorithm just discards it)
Even if those two features were implemented, it would still be far too slow, as the time taken is also based on the amount of enemy units. So, I propose the following:
1) Current AI - when there is no hostile unit (at war) within 5 tiles of the unit
2) Minimax - when there is a hostile unit within 5 tiles of the unit
The current AI could be substantially optimized (ie make it forget about combat, since it the minimax will take over) and it will not impact the military effectiveness of the AI much.
With the improvement in AI war tactics, this should mean that fewer units will be needed by the AI. You should be able to expect the AI to only need 20% or 30% more firepower than you to have a tie in battle, compared to the current 100% or so.
TL;DR:
Pros:
AI will make nearly the best tactical choice
AI is very adaptive and only relies on combat simulator.
AI will need far fewer production bonuses
Speed of the AI should not change significantly
Minimax is GREAT for multicore processors. 8 cores, (roughly) 8 turns AI speed.
Cons:
AI will not position units as well in advance of combat.
AI will need to able to see through fog, only 5 tiles away through.
Players will need to move down a difficulty level or two.
Just my 2 cents, feedback is welcome
However, this can be improved in many ways:
1) Alpha beta pruning significantly reduces branches taken
2) Quick evaluation (combat simulator) - the sim will forget about luck. (The game still has luck, the algorithm just discards it)
Even if those two features were implemented, it would still be far too slow, as the time taken is also based on the amount of enemy units. So, I propose the following:
1) Current AI - when there is no hostile unit (at war) within 5 tiles of the unit
2) Minimax - when there is a hostile unit within 5 tiles of the unit
The current AI could be substantially optimized (ie make it forget about combat, since it the minimax will take over) and it will not impact the military effectiveness of the AI much.
With the improvement in AI war tactics, this should mean that fewer units will be needed by the AI. You should be able to expect the AI to only need 20% or 30% more firepower than you to have a tie in battle, compared to the current 100% or so.
TL;DR:
Pros:
AI will make nearly the best tactical choice
AI is very adaptive and only relies on combat simulator.
AI will need far fewer production bonuses
Speed of the AI should not change significantly
Minimax is GREAT for multicore processors. 8 cores, (roughly) 8 turns AI speed.
Cons:
AI will not position units as well in advance of combat.
AI will need to able to see through fog, only 5 tiles away through.
Players will need to move down a difficulty level or two.
Just my 2 cents, feedback is welcome
