like chess, or that didn't involve pre-made scenarios.
I've never done any AI work before, but I was wondering what the possibility was of coding in the equivalent of "chess scenarios" into the AI. And then the focus is on getting the AI to build to those scenarios, upgrade to better ones, and then utilize the scenarios its given.
Take a very basic scenario: Your one melee unit in range of a melee unit, who has a city behind him.
The Scenario: Should your melee unit attack the other unit?
The analysis:
1) By Combat Odds, my melee unit should be able to kill the opposing unit, and survive the counter attack. Else move to step 2. Note the AI can include the ability to use the autoheal promotion in this analysis to survive the counterattack.
2) If my unit won't survive the counter attack, but I will kill the other unit. And the other unit is X more worth than my unit (gold value plus some value for promotions). Then I will engage.
Else the AI should not attack, or should attempt to upgrade his scenario into a better one.
Now I recognize that building a chess computer for Civ V is overboard, but Civ V does have some advantages that chess AI does not. One, some of the scenarios will come up time and time again as units are re produced. Even though the scenario above is simple, it will come up fairly often in game.
Second, the Civ AI gets production advantages. So to me the AI should be built with "cautiousness" thrown in. It should only attack when it has absolute concrete goals it can obtain. It should only enter opposing city areas when it going for a particular goal. Otherwise, it should focus on build up and staying outside the "death zone" of 2 squares from a city.
The main reason for this is that as armies get bigger, the human is at a bigger disadvantage. The human will always be smarter, but with more units around for the AI there are fewer gaps and holes to exploit. The AI can afford the maintenance of a larger army better than the human. And since AI's get all the advantages for space race, and in theory cultural victories it forces the human to come to them for a military win (just like high level difficulties in Civ IV).
If the Ai can focus on defense first, and then offense when it has critical points of success, it makes it harder for the human to break...and therefore ultimately harder.
So that's my quick thought anyway, like I said I know very little about AI so I don't even know how easy it is to code recognition of a chess scenario nowadays.