member66170
King
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This may sound good, but may fail against humans. The human would deliberately leave a city very weak, the AI would build up units, go after it, and then get torn to piece by units behind the lines. In Civ 3 the AI would usually always go for the weakest city, and as it cheated and could see the entire map, leaving an undefended but good city in a really safe place would draw the AI in to be slaughted. The case here is less severe, but I can see it being easily exploitable (the AI, for example, can't always see all the cities, so you just control it's knowledge a bit and trap it... over and over again!).Lord Olleus said:Maybe, when it declares war it could spot a weakly defended enemy city, and select that as its target. For the next few turns any units which are not on 'critical' duty (defending cities/key resources) are saved.
Sounds good. The only issue would be that to check all the possiblilites for all the actions would take considerably longer to process. I'm not sure what order of magnetude we're talking, but too many of such changes might make a significant difference to the speed at which the AI plays.Lord Olleus said:A way of changing this would be to evaluate the effectiveness of airbomb and airstrike and only after decide which one to do.
I really really like this idea. The trouble, as you have identified, is that the situation often changes throughout the turn, meaning that the unit order is quite important.Lord Olleus said:Yet another way of improving the AI is in the order in which it does things. I propose this. It iterates through all the units once. If a unit can do an action which it rates to be 'very good' then it does it, otherwise it waits. Once it has looked through all the units once, it has another look. This time it will be satisfied with anything ranks 'Good'. Repeat.
The Great Apple said:This may sound good, but may fail against humans. The human would deliberately leave a city very weak, the AI would build up units, go after it, and then get torn to piece by units behind the lines. In Civ 3 the AI would usually always go for the weakest city, and as it cheated and could see the entire map, leaving an undefended but good city in a really safe place would draw the AI in to be slaughted. The case here is less severe, but I can see it being easily exploitable (the AI, for example, can't always see all the cities, so you just control it's knowledge a bit and trap it... over and over again!).
The Great Apple said:Sounds good. The only issue would be that to check all the possiblilites for all the actions would take considerably longer to process. I'm not sure what order of magnetude we're talking, but too many of such changes might make a significant difference to the speed at which the AI plays.
Although we could argue that since the release of the game the average computer spec has gone up, so we can take a few liberties with degrading performance...
I really really like this idea. The trouble, as you have identified, is that the situation often changes throughout the turn, meaning that the unit order is quite important.
That would be even worse. You could keep AI stacks confused for ages by moving defenders in and out of cities.Lord Olleus said:Hadn't thought about that. Maybe have the AI go for an important city rather than a weak city, or have it retreat as soon as it becomes unlikely that it will capture that city.
I'm pretty sure it'll be a drop in the ocean... however lets compare what it is doing now with what it could possibly do under the system you are proposing.Lord Olleus said:I don't think that the performance hit will be that big.
To be honest the time in between turns is on the short side at the moment - the only thing that seems to take the time is animations, so we could probably get away without this. People might not even notice.Lord Olleus said:If it does end up slowing down the system than maybe we could add a slider saying how much time you are willing to let the AI spend per turn or something.
The Great Apple said:That would be even worse. You could keep AI stacks confused for ages by moving defenders in and out of cities.
If you were to make it sufficiently complicated it would be hard to exploit, but complicated things often don't work very well for the function they were orignally designed.