Originally posted by Aeson
Nothing can be proven for certain, so it's not much of an argument for or against anything. Just leave that argument out. Except for metaphysical debates about whether absolute certainty is possible there is no point to the debate. Reasonable certainty is all we can hope to attain in any matter.
You can predict, by the number of variables, how many calculations would be required to make a 'smart' AI. As the number of variables increases, the number of calculations also does, exponentially. The exponent would be the depth of the search.
For example, take Tic-Tac-Toe. There is a static board which never changes. On the first play there are 9 options, and no variations on those options. The next player has 8 options, so you have 72 possible outcomes. Then 7, 6, 5... till the board is filled. This is a 'perfect' game as we can map out all possibilities and use that information to design an AI which will never be beat.
Chess is a much higher level game which probably will never be perfect. Not only are there more peices and board tiles, but different peices have different functions, and each move has many more options. It still has a static board though. Chess programs can be very smart, but it takes a very advanced computer and years of programming to get to the level where it can compete and win at the highest level.
Then look at Civ3. There are up to 16 players, without a set number. That alone adds a huge complexity to the game. Imagine a chess game with room for 16 players, and the extra permutations in possible actions each turn.
Also, not only are there more types of peices, but their numbers are variable and the limit is much higher. There can be thousands of units on a Huge map. Doubling the number of units would quadrouple the number of possibilities on the second turn. To be 'smart' an AI would have to look several turns into the future. On this point, Chess becomes simplistic in comparison. Not only that, but these units can have more than one function, and that function can vary depending on the unit's location.
Then you have a board which isn't static, either in size or composition. Just getting the AI's to build cities intelligently would be a huge undertaking. A city site has to account for initial, and potential; commerce, production, food, defense, overlapping, not to mention strategic function which in and of itself would dwarf a Chess AI.
Now add in Culture, Tech, Improvements, Diplomacy... and make it scalable to each difficulty level, map settings, the actual map result, number of players.
I hope you are beginning to see the orders of magnitude in complexity that we are dealing with in Civ compared to Chess. I don't care to do the math, but an AI with Blue's level of competence in Civ3 would probably take weeks to determine a late game action, and have to make hundreds or thousands of decisions like that each turn (ie. move units, change production, make trades, start wars, found cities, prepare for future moves, production, trades, wars, cities...).
I think it's fair to say that with our current technology it is beyond the scope of probability. We can figure out a few tricks to teach the AI, and program it to take advantage of those, but anything approaching game sentience (even remotely) is out of reach for now.