You can write pseudocode, can you not? I'm not asking for much. If you need data structures to do what you want, simply posit that they exist.
No. I am not posing that. I am posing that 'acting like something' in CiVI is much more difficult than 'acting like something' in Tic-Tac-Toe, Chess, or similar. I think the AI plays the game decently, particularly in the light of this thread where you original complaint, I believe, was that it was too difficult on low difficulty settings?
Then you should have a realistic impression of both what is possible and what is actually useful for a game AI, no?
It is possible that Firaxis does not consider the AI as you see it a core mechanic of CiVI. It would be useful to define what you think the purpose of the AI in CiVI is. (I.e., is it supposed to give a human player a challenge or is it supposed to play the game 'intelligently'? Doing both at once is beyond the budget of more or less every game.) And what I was saying is that 1 year FTE would be just for the construction of an AI that could play the game intelligently. If you want to ensure that that AI is also able to be modular and flexible, that would take more time. And without that modularity and flexibility, it wouldn't work for modding.
Bottom line, Firaxis clearly decided that creating an AI that could work 'well enough' (according to an internal definition of such) and could be modded, tweaked, and prodded by the community into what it wanted was superior to creating an AI that would play the game intelligently.
you... have clearly no idea what you are asking me to do.
pseudocode still takes time to do... in case of this, probably a few days and I ain't being paid for it either.
also, you obviously know nothing about A.I., otherwise you wouldn't post such crap.
Sure, Tic Tac Toe is simple... but it took me still 3 days to make a list of all the possibilities and putting it into a code structure, particularly because I didn't have the luxury of disregarding redundant possibilities due to the fact, that such a code would have taken x-time longer than just brute-forcing it, so it would have been inefficient. Now do the math... if you can.
As for chess... that's one of the holy grails of AI coding... there's still no computer powerful enough to calculate the perfect game of chess because of the insane number of possibilities.... yet, still there are chess computers... know why? Because it's not entirely about playing the game perfectly, but playing it so that it provides the difficulty the human opponent desires.
oh, and A.I. is part of the GAMEPLAY of the game... which means it is a Core element, just like controls, render cycle and the rest from the Controller-group.
Most of the less important things are in the Model and View groups.
In case of the Tic-Tac-Toe I achieved that by having it draw pseudorandomly on easy... which can still result in a perfect game, just less likely so, so a victory isn't guaranteed... it's just that, easy to achieve.
On medium it plays perfectly for the first half of the game and then starts going random and for unbeatable it... well... played perfectly. This was pretty much a debug setting... or to train to stop making the same mistakes again and again.