Gaias
Earthman
I can see a whole branch of modding here at Civfantaics just simply for AI. Then again we will have to see how versitile their AI SDK is.
nullspace said:This is still a totally unreasonable expectation. This would require first that the AI programmers are better at Civ 4 than 80% of the good players. And they have to get that good before the game is even released. Then, they have to write an AI that plays as well as they do. I'd be amazed if they succeeded at either of these.
apatheist said:An impractical but theoretically sound way of developing an AI would be using a neural net. Take 10 games played by a good player and use those to train a neural net to behave exactly as the good player did on those situations.
Yeah, it's pretty hand-wavey. Hand-wavey does not equal fantastic acid trip, though.Crazy Jerome said:apatheist, sorry, but you simply don't know what you are talking about here. 80% is not even in the ballpark. An AI for something as complicated as Civ is much harder than that. Nor you can you handwave the complexity away with the neural net idea. That's even more expensive to produce. It's always harder to produce a "learning AI" than one that uses other methods. With a "learning AI", you have to program all the ways in which the AI observes and weighs other behavior--and then you still need to program what to do with the learning.
Presumably, they can also draw on their experience writing code for previous Civ games and other non-Civ games. It's not like they're starting from nothing.Crazy Jerome said:Likewise, 2 years of playing the game and one guy programming the AI (part time, I might add, since Soren is also the programming lead) is not a lot of AI development.
No? I think most of the strategies that were discovered over time and shared on boards like this for Civ3 were known to the developers before the game shipped. In addition, the developers of the game know the mechanics precisely and clearly, while the players have to rely on inference and guesswork. What we have to discover they already know because they defined it.Crazy Jerome said:You simply cannot predict what 10's of thousands of users will try and discover.
I believe Firaxis has repeatedly said that they did multi-player for a long time to balance and refine the game and only then began the AI, modelling it on how real players played. Obviously, they must have made changes to the game rules after they began work on the AI, but they've certainly given the impression that most of that was solid before they put a lot of effort into the AI. That seems like a good way to do it, as the ideal for an AI is that it plays like a good human player, and it reduces the temptation to modify the game mechanics in order to make the AI suck less.Sirian said:I would expect the process to be more fluid than this, and more interactive. The AI is a necessary component of the single player game in order to balance the SP game. So then your scenario would run in to the chicken and egg syndrome, and I don't think that would go anywhere.
Agreed. That's part of why I advocate a game that's composed of well-chosen, simple concepts that interact in interesting ways. It's easier to write an AI that appears intelligent in cases like that than if the game concepts are complex.Crazy Jerome said:AI has more room for improvement in game design than any other aspect, but there are reasons why it has only progressed to a limited extent thus far. It is not an easy thing to create.
apatheist said:That's part of why I advocate a game that's composed of well-chosen, simple concepts that interact in interesting ways. It's easier to write an AI that appears intelligent in cases like that than if the game concepts are complex.
warpstorm said:How would you make the difficulty levels harder (assuming that the programmers gave it everything they could at the normal difficulty level)? Or would you rather they make the AI play stupider than it can till the highest difficulty level?
This is why being able to edit the AI is such a wonderful thing! Imagine if one of those players were to be mimicked by an AI. The possibilities are endless.warpstorm said:The real problem is that as good as the AI programmer is (and Soren is one of the best in the industry), there are players who are better, especially after a few months of learning the tricks of the game (the AI can only be as good as the programmers and SMEs who programmed it (plus the ability to micro-manage everything to the n-th degree)).