Carboniferous
Warlord
- Joined
- Feb 9, 2008
- Messages
- 107
The ALTAI Mod
Welcome to the AltAI mod. What on earth is this? Well, it's an experimental AI replacement, but with a big difference to other AI improvement mods. Instead of changing the existing AI we all know and love, this mod takes over the AI logic for only some players. So, you have two AIs competing. The aim is of course to develop the mod's AltAI to the point where it can eat the existing one for breakfast (and provide the player with something different)
Latest version - version 0.4.
At this stage, the code is still very much alpha - the AI is not yet complete. However, it has reached the point where it is isn't totally hopeless and there is enough of interest to merit releasing a version.
This project started as an attempt to see how an AI which was based much more on calculation with a minimum of magic numbers controlling its logic would behave.
The main things which are implemented are an alternative worker AI, different city site selection code, city plot and specialist selection and basic building and unit selection.
I intend to continue development and release new versions fairly regularly, if there is interest.
To download the mod, follow this link:
http://forums.civfanatics.com/downloads.php?do=file&id=18053
I welcome constructive feedback and questions.
The code for this project can be found here: https://github.com/Carboniferous/AltAI
Please be aware that the mod does slow down the game to a degree. There is a lot of extra calculation going on (the mod can simulate a full city and its plots for a number of turns to work out the effect of buildings for example, and it calculates the value of plots by working out the full set of theoretical improvements for a city, it can chain irrigation, and understands impassable mountain ranges). Also, for now I recommend sticking with standard size maps and normal speed (the new worker AI does not yet stack workers in most cases)
Below are some screenshots from one of the recent Nobles Club Games - specifically this one: http://forums.civfanatics.com/showthread.php?t=408864
The first pair of screenshots compare running the game under autoplay for 200 turns with and without the AltAI mod at Noble, running just the human player with the alternative AI.
The second pair compare the build lists (v. different), and the tech situation. Hopefully these give an idea of how different the AI's behaviour is (not necessarily better, just different)
Welcome to the AltAI mod. What on earth is this? Well, it's an experimental AI replacement, but with a big difference to other AI improvement mods. Instead of changing the existing AI we all know and love, this mod takes over the AI logic for only some players. So, you have two AIs competing. The aim is of course to develop the mod's AltAI to the point where it can eat the existing one for breakfast (and provide the player with something different)
Latest version - version 0.4.
At this stage, the code is still very much alpha - the AI is not yet complete. However, it has reached the point where it is isn't totally hopeless and there is enough of interest to merit releasing a version.
This project started as an attempt to see how an AI which was based much more on calculation with a minimum of magic numbers controlling its logic would behave.
The main things which are implemented are an alternative worker AI, different city site selection code, city plot and specialist selection and basic building and unit selection.
I intend to continue development and release new versions fairly regularly, if there is interest.
To download the mod, follow this link:
http://forums.civfanatics.com/downloads.php?do=file&id=18053
I welcome constructive feedback and questions.
The code for this project can be found here: https://github.com/Carboniferous/AltAI
Please be aware that the mod does slow down the game to a degree. There is a lot of extra calculation going on (the mod can simulate a full city and its plots for a number of turns to work out the effect of buildings for example, and it calculates the value of plots by working out the full set of theoretical improvements for a city, it can chain irrigation, and understands impassable mountain ranges). Also, for now I recommend sticking with standard size maps and normal speed (the new worker AI does not yet stack workers in most cases)
Below are some screenshots from one of the recent Nobles Club Games - specifically this one: http://forums.civfanatics.com/showthread.php?t=408864
The first pair of screenshots compare running the game under autoplay for 200 turns with and without the AltAI mod at Noble, running just the human player with the alternative AI.
The second pair compare the build lists (v. different), and the tech situation. Hopefully these give an idea of how different the AI's behaviour is (not necessarily better, just different)