Thanks for the feedback. I see it as a "defect" from the standpoint that there is no way a human player would allow another human player to win the game under such circumstances, with such a vastly inferior military, no matter how good a diplomat (as your discussion recognizes). My terminology may be too simplistic, however . . .
In G-Major-14, we are playing at deity level whereas all the AI players are at Noble level. If a human player took over an AI civilization (HOF violation of course), he would be playing at Noble level and should easily defeat the human player at Deity level.
The AI is so limited/deficient compared to a human player, comparing the AI to a human player is a futile exercise. However, the AI is a formidable adversary for a Human player at Deity level.
I think the Civilization 4 and Warlords AIs try to mirror the real world to some degree. If all civilizations of the past were warmongers and none were builders, the human race would still be in the stone age, if it existed at all. In my opinion, Civ4 and Warlords AI design has the proper balance of warmonger AIs and builder AIs. The diplomatic system seems to be well balanced and adaptive too ...
In a recent G-Major-14 game, I got way behind in research. Like most third world countries, I became the recipient of many valuable gifts from world powers. Two civs gave me two technologies each. Three other civs gave me one technology each. The last technology gift, Divine Right, came just before I started researching Nationalism, helping to reduce its cost. Unfortunately, DR was the most useful gift for a Cultural win. I've, never received so many technology gifts in a game before, but I guess I've never been so far behind in research before either.
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I apologize to everyone that used the term "AI defect" to mean an "AI limitation". I was being too pedantic. For the brave, there's more of the same that touches on the concepts of verification and validation of software systems with a trivial AI as an example ...
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The AI is a (complicated) software system. Every software system starts out as a design, the design is implemented and finally tested. There are two important aspects of testing a software system, verification and validation.
Verification consists solely of verifying that the final software is consistent with the design. Any inconsistency is by definition a defect (also known as a bug).
The simplest AI design, "Do-Nothing", does nothing - the initial units never move and no city is ever built - for every turn, the AI ends its turn. It should be very easy to verify the implementation of such a simple design. It would be rare for such a trivial design to have a defect (bug), since it is trivially simple. It is almost certain that the verification of such a trivial design and AI software system would pass.
However, does this trivial design do what the end user wants? This is where validation of a design comes in.
Validation consists of determining whether and how well the design fits the application in the real world. The AI design should help create a game that is both enjoyable and challenging. Clearly, the "Do-Nothing" AI design fails the validation test immediately. There is nothing enjoyable or challenging in defeating an AI that never moves its initial units. Areas where the desired application differs from the design are called design limitations.
The "Do-Nothing" AI design has no defects (bugs), since the AI software implements the design perfectly, but it totally fails validation. It has a design limitation the size of the Pacific Ocean, the AI's initial units never do anything.
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Sorry, I still like the term "AI defect" to mean "AI bug" in the verification space. I'll drop using term "AI deficiency" in favour of "AI limitation" in the validation space. I was wrong to use "deficiency" rather than "limitation", since "deficiency" is really just another word that means "defect".
I apologize for using confusing terminology.
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Sun Tsu Wu