Interesting discussion so far - am thinking just simple things like not throwing away an entire army, and like others have said, moving stuff in formation. Supposing Firaxis abandon working on the AI entirely and only make additional DLC civs, do you think we're capable of teaching the AI to, say, invade across water? Fix the horrible pathfinding?
I'm not sure what you mean about the pathfinding, but that type of thing is relatively easy. Moving stuff in formation is a little harder, but if it can fight in formation the same logic should be able to make it move in formation. Throwing the entire army away is most of what I personally am really interested in fixing. Invasion across water is more difficult.
I have been thinking about this quite a bit, and talking about it with my coworkers, who are smarter and better educated than I am. We are fairly convinced that a lot can be done to improve the tactical AI (the part that computes the best move for situations that will develop in the next one to three moves). In many situations, especially the early game battles that go especially badly for the AI, an exhaustive search may even be possible. So, I'm about as confident as I can be that this part can be improved.
The strategic question, like invasion over water, is a little trickier. Searching the minimax tree is no longer feasible on the time horizons we're talking about there, so we are moving into more of a heuristic/strategic realm. That said, I've been thinking about some concepts that might help. Again, I can't say until I see what Firaxis has done to see how smart or not it is.
One idea is that of making the computer have plans and commit groups of units to those plans. The plan would have to be evaluated each turn to see if it was still feasible, if more units might be needed, etc. Then the committed units could move as a group with imaginary enemies informing the positioning of the units using the same minimax search that would be used for tactical warfare. One plan could be "invade across the ocean" and the number of units needed could be calculated by soldier score plus growth. Other plans could be used to get the AI to load up your border before attacking rather than trickling units in.
Another concept I've had is to teach the AI to be afraid of the shadows. Specifically, the AI while fighting you should calculate some sort of danger function on the borders of the fog of war, probably dependent on your soldier count minus what's visible and your other predicted commitments. Its unit positioning should be informed by that function. That would help with cases where it invades you and leaves ranged units open for attack from units it can't see behind the fog.
I've also been thinking of how to make the strategic AI a little meaner. Kicking the player (or other AIs) while they are down is one possibility. Balancing its armies against your weaknesses is another. If I ever really get my project to improve this off the ground, I'll probably want to solicit ideas from the community for devious settings to make the AI on higher levels meaner and deadlier. No promises yet though.
I think people have it backwards with respect to CiV and chess. Chess is the harder game for the reasons I outlined in my earlier post. The difference is the amount of effort that has gone into the AI. Chess has had tens or hundreds of researchers working on it over the years, plus lots and lots of money. CiV? One, maybe two harried AI programmers trying to balance the needs of casual gamers and hardcore warmongers, and probably busy wearing other hats as well. If the community puts in effort on a large scale, I expect we can see a lot of improvement.