Hep Roc Heretic
Chieftain
- Joined
- Jun 22, 2017
- Messages
- 73
Civ IV seems to be the standard by which all other versions are measured. I have played every version of Civ except for IV. Darn, it looks like I missed a good one, eh?
Civ IV seems to be the standard by which all other versions are measured. I have played every version of Civ except for IV. Darn, it looks like I missed a good one, eh?
You see civ's with commercial hubs NOT built next to rivers, that's a computer not computing. Or not settling properly at fresh water sources, or prioritizing mountain ranges. For that matter, they should be able to figure out how to combine aqueducts and dams to maximize IZ's. Too many districts with no adjacency bonuses.
I'm in a game right now where I'm in the renaissance era, and the AI civ's still haven't much effort to improve their lands. They all either have one or zero luxuries.
Similarly, it was interesting how the engine only partially was able to play Starcraft on a high level, and showed significant weaknesses there when playing 2/3 races.
Doable, but not by Firaxis and not for a game like Civ. At least, not for a decade or so.
Reason is ideally when something can make up its own mind through reasoning, but neural networks are showing that 'AI's' ar not reasoning, they are learning optimum paths without adequate bias.
This is obviously true. Question is how much of this is conscious choice by developers to keep AI times down? Personally, I'm sick and tired of the AI almost always settling in exactly the minimum allowed distance from their closest city (only exception seems to be in large desert areas) - when often there will be much better settling locations one or two hexes further away.I want the AI to at least be able to do things computers do well: compute.
You see civ's with commercial hubs NOT built next to rivers, that's a computer not computing ...
This is obviously true. Question is how much of this is conscious choice by developers to keep AI times down? Personally, I'm sick and tired of the AI almost always settling in exactly the minimum allowed distance from their closest city (only exception seems to be in large desert areas) - when often there will be much better settling locations one or two hexes further away.
Decent chance any game where the AI is really short on luxuries is due to the Monopolies and Corporations mode but which was never officially patched (and can't be modded on console).
That mode remains broken from Day 1 where the AI won't start improving their own luxuries until after they've unlocked Corporations from the Economics tech.
2. Why can't AI siege units move and fire on the same turn starting at a certain difficulty (e.g. Emperor)?
There is no chance that will happen because computers aren't fast enough and don't have anywhereDisclaimer: I am not an AI expert.
I will be shocked if Civ 7 does not have a neural-net-based AI that is capable of a superhuman level of play.
They are also extremely brittle. For example, replace one tile's terrain with a different one andThe main problem is the game engine does not take in all the valid data and make logical conclusions based on it, partially because there is too much data and too many possibilities but there is also a lack of memory by the game engine.
Reason is ideally when something can make up its own mind through reasoning, but neural networks are showing that 'AI's' ar not reasoning, they are learning optimum paths without adequate bias.
Chess neural-net-based-AI can self-play thousands of games per day at a superhuman level on an average modern PC.There is no chance that will happen because computers aren't fast enough and don't have anywhere
near the amount of resources to handle a large enough "neural net" for Civ. And if computers could
do that, you would not like the size of your electricity bill!
Human players can easily "think" many moves ahead in many scenarios and any AI won't be able to
beat them with PCs.
Here's just one very simple example to illustrate what I mean. (There are trillions of others.)
Suppose you have a scout in North America and you spot an opponent's galley headed along the coast
towards your civ in South America. You don't want that civ to find a City State and compete with
you. You know that you can easily buy a coastal tile and stop the galley from moving passed your city
in > 10 turns.
Do you think any AI (now, or for a very long time) is going to be capable of planning that far ahead,
anticipate what you are doing, or might do, and incorporate that into its tactics and overall strategy?
Chess is a far, far simpler game than Civ. For AIs they are not even in the same universe of possibilities.
(I've been using "AI" to optimize ships, wings and for other fluid dynamic applications for > 35 years.
Most (if not all) neural nets and AI algorithms implement some form of internal "optimization".)