Must the computer cheat on NOBLE?!

Kolyana said:
I think a lot of the points Spatzimaus makes *could* be programmed into a game, and while a machine will not - at least this year ;) - think like us or have the range of decision possibilities available to it, I *do* think that it could be programmed to think deeper and more cleverly.

They could be programmed to think deeper right now. It's not like people don't know how to program all the IF checks needed; the problem is processor speed, most likely. If coding a comprehensive AI to look one turn further ahead results in 10 times as many possible outcomes, then it's going to take 10 times as long to assess them, pure and simple. People have been complaining about 15-30 second wait times at the end of late-game turns; would the game be playable if this took 5 minutes, instead? If another turn beyond that added another factor of 10, would you be willing to wait 50 minutes per turn? Because that IS what it'd take to work through the possible moves in a "pure" AI, one that actually considers the possible options.

The typical way around this is to preprogram certain optimal chains of moves, sort of how chess players think in terms of openings and gambits. Basically, you make the machine "stupider" by removing its ability to select paths that humans already know are suboptimal. (Like, "no, I'm NOT going to move my King forward when he's not threatened.") In a Civ context, that'd be like saying "when you found a new town, build a defender, a temple, a granary, a docks if it's on water, and a worker". And guess what, that's basically what they've done, but it's a tradeoff; longer chains mean you can fit more of them in to the same amount of processor time, but you have a higher chance of something going wrong in the middle and not being able to react.

As far as I can tell, for most things the AI isn't ACTUALLY assessing the long-term impacts of the move, he's trying to match the current situation to some pre-programmed strategies, usually using some sort of "value" system. Front-line cities might go lighter on buildings and heavy on defenders, and terrain will tweak this a bit, of course, but it could simply use some formula based on distance, size, etc. to pick one of ten strategies. This is best seen in the AI's Cottage use; it's way too much, so clearly it didn't actually think ahead, and instead just looked to a table that said "cottages are good!" and went with it. Frankly, this is how most humans play, too; we put a mine on a hill not because we've figured out that ten turns down the road it'd be the best choice, but simply because we know that mines are best on hills. Sure, we might do things differently now and then, but once you've played through a few times, most of your decision-making is actually this sort of unthinking generalization; you put the mines on hills, the cottages on interior grasslands, farms where you can, and special resources get whatever harvests them.

So really, what you're asking for with these extra AI abilities are just more tables for it to look up, or more hard-coded strategies. And this isn't a bad thing, actually; if the AI was just a bit "smarter" with its units, with a few more rulesets detailing how to keep its units upgraded, or added a simple rule that said "place cities on coasts if you can", then maybe we wouldn't be having this discussion. I wouldn't be surprised if someone finds a way to use the SDK to fix this; it might only double the between-turn wait times, and lead to a much better game. But the AI won't actually be much "smarter". It won't actually think "deeper"... more like "wider", more comprehensive. And it will be nowhere close to the level playing field people are asking for.
 
Psyringe said:
Regarding AI quality, I'm really curious what the modders can do with the SDK. We *do* have some very good programmers in the Civ community.

Me too. This could make an interesting opportunity. I'm not expecting that with the given ruleset of Civ4, no handicaps, and no cheats; the AI could ever triumph over the best players in our community. Still, the modders have no deadlines and no publishers pushing them to finish the job.

/me cackles wickedly and rubs hands together.

Veeery interesting opportunity. :D
 
I think the idea is to make to the AI appear to be smart, not actually be smart.

When I see the AI upgrade units with money he shouldn't have (because he gets cheaper upgrades to compensate for his lack of free thought) he doesn't appear smart to me. It just looks like the AI is cheating and that sucks.

If the AI must get certain benefits to compete, fine. At least make him only do it in areas covered by fog of war so I don't have to see it.

-E
 
Kolyana said:
I think all games like Civilization tend to rely on this method way too much as a crutch ... "Hey, let's make the computer harder by allowing them to build units they haven't researched yet, or give them cheaper upgrades!" ... this just doesn't wash with me.

Pretty much every game where it's you against the computer on (supposedly) equal footing ends up doing that. I used to love to play the EA Sports Hockey games until they started using that trick a little too much. The computer's team is down a couple of goals late in the third period? How about we let them score a goal... now! Another one, maybe? Ok... there it is! Game's all tied now, and much more exciting! :rolleyes:

And don't get me started about racing games where the computer cars seem to be tied to your back bumper with rubber bands...

Kind of takes the shine off of those games when you start noticing it too much.
 
To me the problem is not that the AI cheats at higher levels in Civ 4 but rather the fact that it's never on an equal footing with the human player, not even on noble. The fact that Firaxis didn't include one difficulty level where the AI doesn't get bonuses speaks alot for the overall quality of the AI.
 
jayeffaar said:
And don't get me started about racing games where the computer cars seem to be tied to your back bumper with rubber bands...

Those racing games also CHEAT if the player makes a horrible hash and catch up .You ever won a race after taking a spin ect?
 
Sobsob said:
Those racing games also CHEAT if the player makes a horrible hash and catch up .You ever won a race after taking a spin ect?

And that's almost even more annoying. What fun is it to race around ten laps if I know only the last lap(s) will have any significance?


As for the civ AI cheating even on noble I think that there should be a level that is completly equal. I also think it should be called chieftain, because somewhere around that is how difficult it would be.
 
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