First instance of piracy

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I read the discussions about piracy, pirate republic, the speculation, and the game reports. I always let my treasure convoys make their way back on autopilot, because there was no danger. So imagine my surprise when

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Let me know if I missed something and this has been seen before. They had a decent navy on one of my shipping lanes. I had my best naval commander close.

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They even had a ship blocking my canal city

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So the treasure convoy changed hands four times. I took it back, moved my ships away to heal, but there was another ship in the fog of war I didn't see. It recaptured the treasure convoy, which I liberated again.
 
Let me know if I missed something and this has been seen before. They had a decent navy on one of my shipping lanes. I had my best naval commander close.

It has been like this for a couple patches now. Losing treasure convoys on the open ocean is a regular occurrence for me. I tend to be at war a lot and if I just let them cross the ocean without thought, there is a decent chance they get gobbled up by random roaming enemy ships. In some games it got so bad that I had to set up multiple ships as lookouts on the highly frequented shipping lanes to protect the convoys.

See for example this screenshot (from 1.2.4). Spaced out ships to detect any sneaky AI ships. And on the right, there is a convoy which just barely made it to safety (might actually be recaptured). This would not work against a fleet with a purpose and I have not really seen the AI do that. But at least it will opportunistically capture unprotected convoys it sees. This is an improvement from the early patches, where you could sail right right by the enemy ships and the only way they would get captured was when you were unlucky enough to sail exactly where the AI wanted to go.

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happened to me twice last game… first one was an AI i was at war with stole my convoy on land…they attack it and if they kill it it becomes theirs… second time was a real funny one… sent my convoy to far away home on automatic, but didn’t realize the path took it right in the middle of bermuda triangle, so got teleported half the map away… tried to send it back on automatic through a 25 turn path, but halfway there an IP took it

it happens
 
It's been in since release, but it has only really happened to me in one game, where the seas were impossible to defend because no less than four(!) AIs bordering both sides of the new world settlements DoWed on me all exploration through. It was a nightmare. :D
 
The AI is generally mediocre at naval combat, so I have lost exactly one treasure convoy in all the games I've played through Exploration, and that appears to have been pure chance - on the turn the AI declared war on me, his ship was right next to a treasure convoy that was unprotected. Even with the latest patch, I have never seen the AI actively search out chokepoints or port cities to 'blockade' or attack converging convoys.

Of course, to be honest I tend to play H. Hornblower in Exploration - I don't think I've ever ended the Age with less than 12 - 16 warships and 4+ Naval Leaders, ever since I discovered right after launch that a fleet of 4 Galleons, Ships of the Line or Dreadnaughts can take any coastal city almost regardless of defenses: having the superior navy makes Exploration Warfare a romp.
 
I read the discussions about piracy, pirate republic, the speculation, and the game reports. I always let my treasure convoys make their way back on autopilot, because there was no danger. So imagine my surprise when



Let me know if I missed something and this has been seen before. They had a decent navy on one of my shipping lanes. I had my best naval commander close.



They even had a ship blocking my canal city



So the treasure convoy changed hands four times. I took it back, moved my ships away to heal, but there was another ship in the fog of war I didn't see. It recaptured the treasure convoy, which I liberated again.

I've seen Civs capturing my Fleets and blocking trade routes since launch, so I guess I've been lucky? :think: Still no Gullfoss or Iguazo though...200+ hours so far.
 
The AI is generally mediocre at naval combat, so I have lost exactly one treasure convoy in all the games I've played through Exploration, and that appears to have been pure chance - on the turn the AI declared war on me, his ship was right next to a treasure convoy that was unprotected. Even with the latest patch, I have never seen the AI actively search out chokepoints or port cities to 'blockade' or attack converging convoys.

Of course, to be honest I tend to play H. Hornblower in Exploration - I don't think I've ever ended the Age with less than 12 - 16 warships and 4+ Naval Leaders, ever since I discovered right after launch that a fleet of 4 Galleons, Ships of the Line or Dreadnaughts can take any coastal city almost regardless of defenses: having the superior navy makes Exploration Warfare a romp.
I cannot understand, how is Ai now trash when there are literally AI cores being integrated into even smartphones CPU-GPU cores???
I'm not a software engineer, what difference there is between AI "tokens" and old school floating point raw calculation power...
I can't grasp this paradox.

I was reading about transport vessels in another thread, and someone mentioned AI "wouldn't be capable", in other words, utterly stupid, or not doing the raw calculations required for an "AI" to figure out a basic coupling two units together, or transform vessels as land tiles like the ancient Cartahginian, Persian, and Greek flat barges, capable of transporting the Giant "Egyptian" Obelisk from Cairo to Rome....

put four of these barges line up and make a temporal bridge for land units to cross "navigable" rivers and sea tiles...
these were shallow water barges, not Deep water, Ocean Seaworth proper Galleons and the likes...
or the "hybrid" Viking longship
 
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I cannot understand, how is Ai now trash when there are literally AI cores being integrated into even smartphones CPU-GPU cores???
I'm not a software engineer, what difference there is between AI "tokens" and old school floating point raw calculation power...
I can't grasp this paradox.

I was reading about transport vessels in another thread, and someone mentioned AI "wouldn't be capable", in other words, utterly stupid, or not doing the raw calculations required for an "AI" to figure out a basic coupling two units together, or transform vessels as land tiles like the ancient Cartahginian, Persian, and Greek flat barges, capable of transporting the Giant "Egyptian" Obelisk from Cairo to Rome....

put four of these barges line up and make a temporal bridge for land units to cross "navigable" rivers and sea tiles...
these were shallow water barges, not Deep water, Ocean Seaworth proper Galleons and the likes...
or the "hybrid" Viking longship
Have you seen how stupid these AI are? Try getting Copilot to make an image of two stacks of books, one 39 books high, one 27 books high. I tried two days ago. It was impossible for the AI. It said it had done so, never managed to.
 
I cannot understand, how is Ai now trash when there are literally AI cores being integrated into even smartphones CPU-GPU cores???
I'm not a software engineer, what difference there is between AI "tokens" and old school floating point raw calculation power...
I can't grasp this paradox.
It's the same terms, but has zero in common. AI cores are for neural networks, which are almost useless for computer opponents in games like civilization.

The problem with making AI for game like Civilization is the same as the reason why this game is so interesting - the unending complexity of playing the map. Just for understanding - in chess (8x8 board) AI was able to beat top human player in 1997, in go (19x19 board) AI was able to beat top human player only in 2016 despite much simpler rules and in Civilization maps start from 60x38 up to 106x66 tiles together with much more complex rules.

Some games try to make better AI by limiting this playing the map aspects. For example, in HK map is divided by regions (to simplify strategic game) and combat happens on dedicated small battlefields (to simplify tactical game). Unfortunately, while it's much easier for AI to handle that, it's also much less interesting for human players.
 
And, of course, another thing about AI is that it shouldn't be designed to win at all cost. Good AI is kind of roleplay, where AI poses as an opponent, uses maximum number of game mechanics, and so on. When Civ5 was released, AI often backstabbed human players, despite good relations and while it was very effective in "playing to win", it got so many negative reactions that it was changed.
 
Have you seen how stupid these AI are? Try getting Copilot to make an image of two stacks of books, one 39 books high, one 27 books high. I tried two days ago. It was impossible for the AI. It said it had done so, never managed to.
I've been humiliated on Raspberry forums for using AI code in ways you can't possibly imagine...
 
The problem with making AI for game like Civilization is the same as the reason why this game is so interesting - the unending complexity of playing the map. Just for understanding - in chess (8x8 board) AI was able to beat top human player in 1997, in go (19x19 board) AI was able to beat top human player only in 2016 despite much simpler rules and in Civilization maps start from 60x38 up to 106x66 tiles together with much more complex rules.
This^ It drives me crazy when people attack game devs for not making better AI. No 4x game in existence has an AI that can play better than a good human player but ignorant people want to believe Firaxis devs are "lazy" for not having better AI. We all wish higher difficulty could mean smarter AI instead of just "cheating" with extra bonuses and combat strength boosts but it's not that simple.
 
What is difficult is

1 designing the basic core engine

2 retain the engineer that designed the core engine

3 is the core map scalable using approximation and not devolving into real physics?

4 believe water is wet just because someone says so.


Better AI is a basic requirement, that needs this 4 basic steps to happen.
If the environment has depleted the core resources than "cheating" is the only path left.
 
I cannot understand, how is Ai now trash when there are literally AI cores being integrated into even smartphones CPU-GPU cores???
I'm not a software engineer, what difference there is between AI "tokens" and old school floating point raw calculation power...
I can't grasp this paradox.
One of the main differences is that "old school" calculation power is deterministic. AI on the other hand, in this case Large Language Models (LLMs) like ChatGPT or Copilot, work stochastically.

For example, a calculator will always give an output of "10" if the input is "5 + 5". The logic in the calculator is hard-wired that way, so the output cannot be anything else for this specific input. But this also means that the calculator cannot do anything but calculate.

A large LLM on the other hand is not hard-wired. It only "knows" that 5 + 5 equals 10, because it has seen this somewhere in its training data. But this logic is not deterministic. For an AI 5 + 5 does not equal 10. This is just the most likely answer based on the training data. And since the wiring in the LLM is not hard-wired, the LLM may actually say that 5 + 5 = 11 in some circumstances.

In this "fuzziness" lies the great power of LLMs, because this allows it to make a prediction based on patterns it learned from the training data and go beyond the "old school" calculator. But it is at the same time the great weakness of LLMs, because it is not guaranteed to give the same answer to the same question every time. This makes those LLMs inherently unpredictable.

Applied to Civ, you can train an LLM based on the knowledge in this forum and it may be able to provide reasonable answers about specific questions relating to the game. But this does not mean that it will actually be able to play the game itself. All it does is to provide what it considers to be the most likely answer based on the patterns it has learned from the training data.
 
One of the main differences is that "old school" calculation power is deterministic. AI on the other hand, in this case Large Language Models (LLMs) like ChatGPT or Copilot, work stochastically.
It's not a defining property. You could add random values to normal calculations (and game AIs often do this) for less predictable results. On the other hand, randomness of LLMs (and neural networks in general) was also added specifically to provide more variable results. Early languages were very prone to going into repeating cycle, so added randomness was a must.
 
I cannot understand, how is Ai now trash when there are literally AI cores being integrated into even smartphones CPU-GPU cores???
I'm not a software engineer, what difference there is between AI "tokens" and old school floating point raw calculation power...
I can't grasp this paradox.

As magicq99 says above, there is no underlying logic or consistent reasoning being used when these models are used - they are simply exceptionally good at being able to predict a similar output given a massive amount of input -> output examples to analyse in the learning stages. This means that they will only be able to predict output similar to that which was included in their training data - for instance, if your training data is everything ever posted on a forum for an emo band from 2005, the output will always be text that sounds like that mid-2000s era subculture. If you asked the model to write like a Shakespeare character, it probably wouldn't have enough mentions of the word Shakespeare to form a meaningful statistical association with other words, and would just end up sounding like the same mid-2000s emo writing, maybe with some slight difference it had learnt from people posting about Shakespeare there.

If we're now applying it to a 4x game's AI, what is our training data? Remember, these are not undertaking reasoning, so they have to infer everything from a significantly large enough basis of training data. If you give it something simple, and with objective measures of good and bad choices, it can learn it quite quickly. So, for example, if you give it a settler on turn 1 of the game and give it data on all reasonable places one could settle within the first ~3 turns, it could likely learn from that as to which was an appropriate place to settle based on some scoring of 'goodness' you give it. That scoring metric will massively change what it thinks is good, however. Is that metric the sum of all yields after 15 turns? In which case it will almost certainly miss the relative importance of different yields. It's easy to get a bunch of food, but it's not that important - and it's hard to get science and culture, and their benefit doesn't show in 15 turns, so it will massively undervalue those. Do you bias it, and give it a scoring metric of "the sum of total yields after 15 turns, weighted by what I think their importance is"? Then it might appropriately value +1 science more than +1 food, but it's also dependent on what your views on the game are. Is science more important than culture at the game start? Is that universally true, or are you biasing the AI towards your default playstyle? Maybe influence seems the most important stat to you because you always play city state-heavy games, but it might be less relevant in other games. Regardless of which of these you do, if you're cutting it off after 15 turns, you're absolutely going to get a result where 0 military troops are trained, and probably minimal scouting is done - they probably don't impact yields in these first 15 turns meaningfully. If you cut it off later, after say 50 turns, you then have to try and figure out if you can get a statistically significant effect on those turn-50 yields from how you settled your capital without other factors dominating. You can entirely do that if you provide enough examples to analyse, but the more things you're varying, the more data you'll need to be providing - learning which hexes within a few turns is best to settle on for a specific map is going to be pretty easy. For a random map, you'll need more data. To learn meaningful differences for different map generation scripts will require a tremendous amount of data. To learn meaningful differences for different map generation scripts aND taking into account the civ and leader you're playing will require even more data. How do you gather all that data? Do you ask for playtesters to play out hundreds of thousands of matches where everything is tracked to learn from? If so, when do you do it - once the game is otherwise fully complete, delaying the release significantly? Do you do it earlier and hope that what is learnt is still appropriate for the release version of the game? It's difficult to automate the generation of this data, because there's no AI to run these civs without the end result of this training, so we can't really assume it's available beforehand. If we don't provide enough data, you'll either get the generated civ AI missing important factors about non-standard conditions (e.g. it has learnt that you shouldn't have too many scouts, but still follows that rule when playing a civ with a useful unique scout where you should have more), or it will overfit from limited data (e.g. it will learn that if you play as a civ with a unique infantry, you should always spam them at the expense of your economic development, because the few games with that combination of civ + other parameters happened to spawn near a bunch of weak civs and conquering made more sense).

There's also the question of how you train these models; in the example above, we were just looking at the impact on total yields in a very brute-force metric, but that doesn't give the AI a lot of variables to try and determine why these results are the way they are. For instance, do you train these models providing inputs like "granary built turn 10 giving +4 food", or "at a cost of 60 hammers, a granary was built in the city centre, providing a +4 food bonus after adding in the +3 warehouse bonus"? The second will require significantly more computation if you do that level of detail for everything, but it might allow the model to learn something a bit deeper - that the granary is a good choice here because of the large warehouse bonus specifically. The first is much cheaper and faster, but it's less flexible to change - if you nerf granaries in patch 1.1 by making them cost 80 hammers and only making their bonus apply on adjacent farms, the first model will have next to no way of altering ints predictions given the new conditions. You'd have to retrain it entirely to re-learn whether a granary is worth it under these new conditions. However, using the second one requires more information as time goes on - building a building in the modern age that has great work slots in it has a value dependent on the raw yields of the building, the adjacency of the building, how many great work slots you currently have available, how many great work slots you'll need for the game overall, whether you're trying to win a cultural victory, whether you've discovered the relics in that continent, and probably more I'm not thinking of that right now. And each one of these factors adds to the computational cost - and to the size of the training data you need to provide it for it to be able to tease out statistical correlations between all these things. And again, that training data all needs to come from somewhere.

Frankly, I don't think using machine learning models to create the entire AI for a game as complicated as a 4x is a worthwhile endeavour. What could make more sense is to have an underlying logic-based AI like we have now, and then tweak the parameters based off of the results of machine learning. If the ML model doesn't have to learn what the benefits of every possible place your first two scouts could move is, but just needs to learn the effect of tweaking the `strengthDifferenceToAllowWarDeclaration` parameterer, there are so many fewer parameters to be learning that the amount of data required is somewhat manageable, that data can be generated automatically from games run entirely automatically by the logic-based AI, and the logic-based AI means there's always a layer of some degree of logic being used in the process. Realistically though, this is not what is needed to fix the AI in 4x games - it's the game design to begin with. The Old World military AI is not better at doing 1UPT 4x combat than the civ 5-7 AIs because of a complicated machine learning technique they did on their AI, but because the game design was built with AI in mind from the ground-up. The orders system allows for massively larger movements to be occuring for a single unit in a single turn, which means the AI doesn't need to try to calculate tactics 5 turns in advance and anticipate potential player actions across those 5 turns; it can simply choose to invest its orders in executing that tactic immediately, which is profoundly more simple for the AI to do, and then the difficulty scaling can primarily come from ensuring the AI have more orders to work with than you do. This is absolutely not the only factor in The Old World's AI performing significantly better than civ 5-7, but the game has clearly been designed with the AI in mind. Doing so for Civ would force the removal of some fun aspects of these recent games - I really enjoy civ 6's city-building minigame, where you want to spot a strategic resource and an aqueduct location next to each other, build those and then put mines around the central spot to get a really got industrial zøne, and then do that consistently across multiple cities so you can slot the double adjacency yields on IZs policy card and get a massive production bonus. That's really difficult for the AI to do, and it would be much better for relative difficulty to replace that with a different mechanic. However, I enjoy that adjacency-finding minigame, so the question becomes: is it worth removing that to get a better AI? That's personal, but given that about ~75% of people have gotten the civ 6 achievements for doing the basic things you'll do in any given game, and about ~7% of people have beaten deity in any context (including people cheesing it with duel-sized maps stacked heavily in their favour, which I have seen discussed commonly), it seems like only about ~10% of the playerbase is playing at the hardest difficulties even with them being relatively easy if played well at the moment. Would civ 6 be a better game for the majority of the playerbase if its design were changed to be more compatible with logic-based AIs, like The Old World? In some ways, absolutely. In others, I think it might not be. It's a subjective choice dependent on what you value in the game too, and how long you expect to be playing it (as well as how much experience you have with other 4X games in general).
 
It's not a defining property. You could add random values to normal calculations (and game AIs often do this) for less predictable results. On the other hand, randomness of LLMs (and neural networks in general) was also added specifically to provide more variable results. Early languages were very prone to going into repeating cycle, so added randomness was a must.
That is true. What I wanted to point out is that LLMs are not completely deterministic, in the sense that they do not always do exactly the same thing on the same prompt. This is especially the case if a specific prompt becomes a part of other instructions. The LLM may interpret a specific part of a prompt differently depending on the context. That is what I tried to illustrate with the example of 5 + 5. The LLM may be able to give the correct answer of 10 in most cases, but in some contexts it may differ from that answer.

This may not be a defining property, but as far as I can tell almost all of the successful LLMs show this non-deterministic behaviour. The inherent cause for this may be deterministic in itself, in the sense that you can figure out why the model acted differently than expected in a specific context. But for most users, this may remain mysterious, so I think you always have to treat AI as having some inherent unpredictability. This is different from a calculator, which will always compute 5 + 5 = 10, even if you input this in a sequence of various other inputs.
 
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