NerdByFate
Chieftain
I would disagree. That confused me at first glance.*Unnecessary.
I would disagree. That confused me at first glance.*Unnecessary.
Well, surely weighted decisions with priorities algorithm looks the best for most strategic decisions in civilization, but there are other simple AI algorithms like decision tree, which could be used for parts of the strategic AI. And I should say tactical AI is quite different beast.True...but that shows the idea (as well as showing that there is a lot of room for improvement)
I agree. It would seem that we will likely learn quite a bit about the AI's functionality from the royale on the 19th. Fingers crossed it won't be as bad as I currently believe it may be.I'm mostly hoping that the royale will show off some proper AI tactical decision making. That is probably the hardest thing to get right, yet the easiest to observe and what will make the most impact in terms of feeling like the AI is competent. Empire building mistakes can be easily compensated by bonuses, war not so easily. You'll get unfairness feelings much quicker with combat bonuses than with production bonuses, because what happens in combat is just so much more visible. It's also almost certain to be impossible to mod tactical combat until we get access to the source code, while empire building related problems could potentially be fixed by the community and/or patches.
If the AI manages not to dance around, and we see it maneuver terrain (especially choke points) properly and if it manages to correctly position and use range units, then we can expect good things!
I agree. It would seem that we will likely learn quite a bit about the AI's functionality from the royale on the 19th. Fingers crossed it won't be as bad as I currently believe it may be.
Well, surely weighted decisions with priorities algorithm looks the best for most strategic decisions in civilization, but there are other simple AI algorithms like decision tree, which could be used for parts of the strategic AI. And I should say tactical AI is quite different beast.
I didn't dive deep into the AI code for Civ5, but isn't weighted model lacks decent planning capabilities? The tactical AI surely uses some kind of "targets", do you know whether strategic AI has anything like this?True, but even if a decision tree like system is chosen over a purely weighted model, it is likely to still base the decisions of the tree on values that can be easily set in configuration files.
I didn't dive deep into the AI code for Civ5, but isn't weighted model lacks decent planning capabilities? The tactical AI surely uses some kind of "targets", do you know whether strategic AI has anything like this?
I was speaking about the whole strategic level - techs, policies, building things.Do you mean strategic as in who to declare war on?.
The Civ 6 unstacking of cities will really cause a significant change to this area of the AI. Will be interesting to see the AI in actionWhy is the AI so bad at choosing where to settle?
Because:
CITY_RING_1_MULTIPLIER 6
CITY_RING_2_MULTIPLIER 3
CITY_RING_3_MULTIPLIER 2
SETTLER_FOOD_MULTIPLIER 15
SETTLER_PRODUCTION_MULTIPLIER 3
SETTLER_BUILD_ON_COAST_PERCENT 40
BUILD_ON_RIVER_PERCENT 50
SETTLER_EVALUATION_DISTANCE 24
It considers a tile next to the city 3 times as important as a tile 3 tiles away. And it considers food 5 times as important as production. A single point of extra food next to the settle location is 15 times as important as a point of production further away. And worse, the total bonus of a new luxury resource appears to be about ~30ish. With the multipliers a single food yield 1 tile away gets 90 points, a luxury 3 tiles away gets 60 points.
On top of that, it will boost the value by 40% if the city is on a coast and by 50% if its on a river.
A grassland spot next to a single piece of coast (11 food points) on a river is going to handily beat 6 plains salts on the third ring in terms of importance. Even despite it counting the happiness impact of the salt six times.
Coast grassland: 11*6*15*1.4*1.5 = 2079
Salts: 30*2*6 (happiness/resource impacts) + 6*2*15*2 (food values) + 6*1*3*2 (prod) + 6*1*3*2 (gold) = 792
Look around in your games and check how many of the AI cities,and how many of recommendations are placed on river-coast spots with lots of grass around.
I was speaking about the whole strategic level - techs, policies, building things.
Anyway, as described, the AI uses "states" as "war planning phase", which is the most basic form of planning. That's ok
What if the AI, in addition to having preference values for building flavors, also had preference values for specific buildings?
For instance, Tomyris may only want a Domination victory, so she'd prefer to make only buildings with a high Military flavor. But she, like all AIs, would have a high preference value for building a Science District, so as soon as she runs out of Military-flavor things to build in a city, that'll be the next building she focuses on.
Weighted system is actually quite powerful, as there's no limit how complex the parameters are. For example, it's possible could calculate "naval exposure" (like the percentage of naval cities from the total amount of cities) and use it to favor building naval/land units during war preparation.
Agreed. Unfortunately they're just as powerful as they're made to be, and no more. And in the case of Civ, the answer, unfortunately, is usually "not terribly."
Yeah that's right. A weighted system is definitely one of the best ways of doing this kind of thing, but if most if your weights are 'dumb' as in 'not responding to the environment', and if many of the weights are weirdly tweaked, then you end up with players that barely manage to get anything done.
I've done a bunch of flavor tweaking for a balance/ai mod Ive been working on for a while, and the AI actually ends up being a beast (at emperor+) with proper weights and less lopsided balance. T300 domination victories in battle royales, that kind of thing. And that's using just the 'dumb' preconfigured flavors, without being able to resort to more intelligent stuff like weighting certain civs to prefer good strategies.
I agree. It would seem that we will likely learn quite a bit about the AI's functionality from the royale on the 19th. Fingers crossed it won't be as bad as I currently believe it may be.