What I meant is that I don't think Civ is a "solvable" system. Chess is, although for the huge majority of humans (or all maybe) it behaves as if it isn't (and that's only 64 "tiles" and 6 different units for 2 sides)
You have no idea what a neural network is. NN is specifically designed for non-solvable problems - and chess is for all intents and purposes non-solvable. NN is also used for object recognition, speech recognition etc...
Also, chess is far more dynamic than Civ tactically. Whilst the large number of possibilities in civ gives the illusion of more variety. Attacks in civ are far more straightforward and unit roles are rigid and 1-dimensional. Archers at the back, melee in front. In fact most high level players tend to spam 1 unit (e.g. mass knights) and just rush in - with rams or such to take down obstacles presented (walls for example).
Civ AI isn't AI at all. It is a bunch of scripts and decisions made in isolation. The civ computer players never win, they sometimes accidentally stumble on a science victory.
For better or for worse, this is how things are.
Companies like deepmind present a bright future. It may be possible that in the near future, companies like deepmind can sell their services and create and train simple ANN-assisted AI for games like civ.
One thing interesting regarding the Starcraft2 deepmind presentation was that they trained the AI for only 7 days against itself before going against the pro-players.
Why is this interesting? Well one of the reasons AI is terrible in civ is that the developement of a good AI requires a ruleset and game engine that is fixed: i.e. you need to first create the game in it's final state before you start to think about AI, otherwise even change you make in development would require starting the AI from scratch [or near]. For this reason most of the AI development would have to come AFTER THE GAME DEVELOPMENT IS FINISHED. Unfortunately the practicalities of real life means that, at that point games are released to cash in on their investment.
However if companies like Deepmind can offer AI training in a matter of 7 days, even a month - then such a time-scale can be incorporated into the overall game development cycle.
edit:
Here's an interesting link regarding machine learning applied to free-civ from a while ago.
https://www.digitaltrends.com/computing/arargo-hiro-ai-freeciv/
Last edited: