Olleus
Deity
If the only purpose of having a genetic AI is to decide the size of a certain variable, wouldn't we be better off using human experience by doing the experiment I described above, where you note down everything you do and why?
You are correct. The numerical factors are there to decide this, but they don't cover everything.NikG said:Well I still believe we should try and implement a hierarchical layered AI. But the problem with optimizing pure numbers, is that it can get stuck at a local optimum. Of course having a good AI should (in theory) be better than having a less good one. The problem is still just that these numbers in the end corrospond to direct action, which is factored by so many different things, that in some games it is better to build cottage, while i others in would be better to build workshops.
This is why I would run each AI through several different games. This will mean that the fitness determined will be for the good starts, and the bad. 10 may not be enough - it'd have to be tested by applying the fitness function to a load of default AIs and seeing what the variation after every few games is.NikG said:So by having a fitness function of the outcome, would not really say something general about the AI (ie. "this is better than others"), and poor startpositions could well turn a perfectly turned AI into the bad one, quickly getting wiped off by a less perfect, simply becuase of startpositions.
How would we teach it? Would this be another case of AIs bashing their heads against each other?NikG said:AI will always be an extreme undertaking, but if we use a hierarchical layered and change the way the AI "thinks", we might well create a very powerful and much better AI, coupled with a kind of simple learning neural net, which learns the values of these variables we are taking about (often more effective when many factors are in play, and have the ability to learn under the game to).
jdog5000 said:Watching the AI is really an eye opening experience ... you quickly understand why giving the computer players all those bonuses on higher levels isn't really cheating ... they're not really intelligent! The AI disbands a lot of units because of financial problems ... waste waste waste! Financial issues and planning are the biggest problem IMO, followed by an inability to defend against barb units. These are related, as the barb units walk in and destroy cottage after cottage. They AI doesn't set up a perimeter or even attack them most of the time (seems to only attack with charriots or horse archers).