It seems to me that a relatively easy fix would be to stop the AI from building so many units that it can never afford to upgrade them.
Game AI has to be able to make decisions in between turns (so hopefully not much more than a few seconds) on a wide variety of different machines, some very old and weak. Suggesting that game AI should use cutting-edge algorithms that require supercomputers to run is... absurd.
Dang. Sounds like it's still basically not worth playing. I'm beginning to wonder if we'll ever have another 4X game that's worth playing. I might even go back to Civ 4 in desperation at this point.
I'm cautiously hopeful for Humankind even though I largely bounced off Endless Legends.
Good thing that authors of the Vox Populi didn’t know that what they had done was impossible.I am absolutely convinced at this point that it is technologically impossible, in the modern era, to program not awful AI for the 1UPT system of civ6 WHICH IS ALSO not extremely AI turn time and performance draining.
I am personally very hopeful for Humankind in all regards ( https://forums.civfanatics.com/forums/humankind-by-amplitude.599/ ), AI included, but not because they have said the game will have an amazing AI, but because Humankind will not have 1UPT but instead limited - stacks - fighting - on - separate - tactical - battlefield. Like, it will have stacks of IIRC up to eight units which, when meeting enemy stack, fight on a small tactical layer.
I am absolutely convinced at this point that it is technologically impossible, in the modern era, to program not awful AI for the 1UPT system of civ6 WHICH IS ALSO not extremely AI turn time and performance draining. Civ6 1UPT system, with a great quantity of units and their types, very restrictive terrain movement, strategical and tactical layer in the same time, a lot of players and an enormous amount of variables is absolute nightmare to program AI for. Just too many variables, horrifying amount of variables, too much creative micro and macro management on too many layers in the same time to code with our still poor AI entertainment technology, working on the average gaming PC quickly.
You can design a tactical game focusing on turn based "1upt" combat entirely, with less players and other interfering factors, and barely designe somewhat decent AI. You can design a grand strategy game with abstracted combat with somewhat decent AI (I consider most of Paradox games to be in this category, though AI is neverending struggle to patch and update). Civ6 tries to have enormously complicated strategy game on a grand scale and enormously complicated tactical combat on the same layer, and quick AI turns. This is just damn impossible, and if Firaxis can't do that despite being among few biggest strategy game studios on the markey, then I don't believe some random studio can do a magical breakthrough in this regard.
Don't get me wrong, I don't think Humankind's AI will be particularly clever. In fact, I am quite ready for it being quite dumb on release. But civ6 AI is IMO far below the "acceptable level of dumb strategic AI" - it has an entire CRUCIAL layer of the game, "can AI opponents directly endanger the human player past very early game", crippled. It is one thing to have a strategy game where the opponent is not very bright but systems work in such way that you still have a challenge roughly equal in many areas. It's another thing to have the combat system which effectively makes human and AI wars akin to adult man kicking down a mentally challenged child. Or to have a game where the best way to to do everything is through military, because of meta - reason of AI being so bad in this thing in particular.
Humankind, and other games with any other system of limited stacks, tactical battles or abstracted military, still won't cause cosmic breakthrough in AI technology, but their fundamental systems will more easily allow for AI to breathe down your neck and rise your heartbeat. Civ4 is generally harder than civ6 for a very simple reason - it is within a capacity of AI to build a somewhat decent stack of many, high quality units, and send it against you in the not-dumbest-moment-possible, many strong units in one place. You can't cheat or exploit yourself out of that hole, you need decent strength of army against that. Well, in 1UPT system what happens is that poor overwhelmed AI manages to create a big, high quality units army, which then dissolves into chaos caused by the permanent traffic jam that is the horror of movement in this game, units shuffle chaotically and each one of them presents a metric ton of choices, they block each other, get stuck on bad terrain, are unable to take cities because of the horrible idea to make it depend on melee units only (thereby you essentially need to kill only half of AI army and you are 100% safe), and you systematically massacre them with a vastly smaller number of your micromanaged troops.
At least in Humankind AI will have far less weight on its shoulders and far less opportunities to screw up.
Great write-up indeed.(...) The pointless wonders started getting built. Greece built a zero tile Petra, not adjacent to an Acropolis, and then later on spent another 15 turns of production on seawalls to protect it. (...)
Good thing that authors of the Vox Populi didn’t know that what they had done was impossible.
There is room for state of the art machine Learning algorithms in AI. The total war series used them with different levels of succes since Shogun I. A game like civ, however, I don't think would benefit from it much, except maybe in pathmaking, and low level management. Why I think so would be quite technical, but it is besides the point.
The secret to program a good AI is most often than not, to trick the player into thinking the AI is playing the same game while it is indeed responding to a completely different set of goals and beding the game rules in a lot of ways.
The best game AIs use a lot of different techniques combined to solve different problems, and also cheat in a lot of ways to be more effective and also more fair end entertaining. Fxs tried to make the AI play with the same rules as the player, assuming they could create a roleplaying competitive non-cheating AI. Which is a totally unrealistic goal and big mistake for the kind of game civ is. And then, they also clearly under-funded and under-supported the AI during developement. They should know better after so many civ games.
I wonder if the way Firaxis will go in the future is to redesign civ7 for much shorter game durations setup for multiplayer first and with enough cut down options that a neural net AI can be trained to play it so that Firaxis doesn't have to spend any time at all on AI development? They would need to rent deep learning time though for each update cycle to retrain the AI. I doubt they will go that way though. Maybe some kind of a hybrid solution where the strategy is hand coded and the tactical moves are machine learned?
Yep, we would be surprised on what competent people could do with time and resources. Or even without resources, but with passion and dedication as proved by vox populi. Shame that the AI developers in civ 6 (though probaly only one guy worked full time on the AI) were probably never given the proper time or the proper resources to make the AI the game needed. And I think it is not the only mechanic that was underdevelopped.
On a possitive note, Im surprissed on how much support the AI actually received during the game cycle. Im sure the "lead" AI designer has done a monumental job to add support for the constant flux of new mechanics.
I can only wonder what were the constrains, when started to design and code the AI. To me It is also obvious that Fxs does not have a good AI culture, or that they didn't have enough time plan for a very good design to begin with.
Hope that they will realize soon that if they don't put the effort on creating what the players really want and deserve. Sooner or later someone elses will, and if Fxs does also refuse to give proper modder support, it will be in someone's elses roof.
If someone really thinks it is not posible to make a good AI to play civ. I recomend you to research on the AI of the total war saga. That is a much more complex problem to solve, as they need to manage thousands of units in real time with individual distinct behaviors, coordinations, pathmaking, dynamic goals and subgoals, morality realistic terrain weather and cover modifiers... and all in real time. Meanwhile in civ VI, they have been tried to make the AI use planes properly for 4 years.
So what was firaxis ai dev doing all the time?Was he watching paint dry or something?
He is paid money to do his job,what time and resources does he need more?
One guy is the norm in making ai.You don't need machine learning or a team,only one guy being competent at playing the game.
And as the ai choices in wonders/government/districts prove,he is not.
Same problem with civ v. Ai went for piety/honor and failed miserably,even with a big lead.
Maybe a dumb question, but for someone who hasn't played Civ5 for ages, and who might want to go back, which mod is it I should use for AI in Civ5?So for me, Civ V remains a more satisfying game, largely because one can include mods that make the AI better.