RedFury_au
Chieftain
- Joined
- Dec 13, 2007
- Messages
- 19
And to be fair, they never said the AI doesnt cheat. They just didnt say it does.
This!!
And to be fair, they never said the AI doesnt cheat. They just didnt say it does.
Welcome to civfanatics, Redfury_au!As someone who used to be a game AI programmer and has an appreciation for how amazingly difficult it is, if the AI can truly keep up with a top-notch human player without cheating then I'd be starting to get nervous about the straight-forwardness of the strategic choices available in the game.
Sounds harsh, but geez if an AI is bonus-free against great human players in a truly complex, nuanced and highly strategic game which has many viable, open options at any one time, then they've got some of the best technical people on the planet IMHO.
Welcome to civfanatics, Redfury_au!
It its hard to translate tough decisions into numbers, ands it becomes even harder for an open game like civ which is mind boggingly more comes than ches s in terms of considerations to make and combining possibilities.
In Civ5 I would expect the same situation as Civ4 plus the newly revealed variable intelligence. I would be shocked if there is no handicapping for Civ5 difficulty levels.
vranasm said:from the description it seems like some form of min-max algorithm
I wouldn't be suprised if parts of the 1UPT combat is implemented as a look-ahead min-max type algorithm because with modern processors you could probably pull off something fairly decent here with sensible decision pruning. The whole AI certainly won't be minmax though.
Yep I would be surprised if it was... since looking ahead with only 16x2 figures in chess is a lot of positions ;-) imagine 10ths of units for each civ...
On the other hand every heuristic analysis is very sensitive on gaming skill of the author of such analysis...but i think you already know it. This is for someone curious how it's done ;-)
Sorry to burst your bubble, but:Pre-Civ4 the AI would cheat, i.e. it had access to information the human player did not such as unit positions in the fog of war and locations of unrevealed resources.
In Civ4 the AI does not cheat, ...
Cheat is very a loaded word.
Pre-Civ4 the AI would cheat, i.e. it had access to information the human player did not such as unit positions in the fog of war and locations of unrevealed resources.
In Civ4 the AI does not cheat, but it does get bonuses as part of a handicapping system. So the AI may get extra units at the start or a %bonus to production and science, but it does not get to look under the covers and see information that the human player cannot.
In Civ5 I would expect the same situation as Civ4 plus the newly revealed variable intelligence. I would be shocked if there is no handicapping for Civ5 difficulty levels.
I hope there will be a level with max AI intelligence and no handicaps, (if not it can be modded) but I am sure there will be harder levels above that which still involve significant bonuses for the AI.
Sorry to burst your bubble, but:
IN civ4 BtS the AI still has unit locations without having to worry about line-of-sight. This is easily tested at sea with a privateer (or 2, with different damage levels) being pursued by AI frigates.
I had believed that the civ4 AI obeyed LOS rules, but I encountered too many surprises and I started to observe (and test, as above) more closely.
What Agg AI ? The BtS one or the vanilla/warlords ? I can agree with the first ... but , please, not the secondThis is an interesting read. What would be most interesting for me, however, would be a way to play at the default 'no bonuses/handicaps for either player' level (i.e., noble) while still playing with the stronger AI, to ease the transition to higher levels of difficulty. I hope there is an "Aggressive AI" option that enables this as there was with Civ4.
It sounded like (from somewhere I read/heard this?) multiplayer would support simultaneous turns. Does this ring a bell for anyone else?
If so, could we have simultaneous turns in single player, I wonder? That would probably be really hard to pull off, I must have mis-understood...
Sorry to burst your bubble, but:
IN civ4 BtS the AI still has unit locations without having to worry about line-of-sight. This is easily tested at sea with a privateer (or 2, with different damage levels) being pursued by AI frigates.
I had believed that the civ4 AI obeyed LOS rules, but I encountered too many surprises and I started to observe (and test, as above) more closely.
There are in fact some AI "cheats" in civ4 but they are not very well known. The following poster happened to notice just one of them.
The AIs get visibility for their units at least as big as their movement range. So effectively destroyers with 9 movement points or so have a huge vision range. However that vision provided by the destroyer is not available to other units. This "cheat" is obviously intended to counter the AI's lack of short-term memory.
This "cheat" is most noticeable IMO when your privateers get absolutely mauled by enemy destroyers as soon as they're invented. You think you might chance it and manage to avoid detection but no, their massive vision range means they'll hunt you down with ease.
On land, the cheat is much less apparent and barely impacts gameplay (in a negative way) at all.
The AIs get visibility for their units at least as big as their movement range. So effectively destroyers with 9 movement points or so have a huge vision range. However that vision provided by the destroyer is not available to other units. This "cheat" is obviously intended to counter the AI's lack of short-term memory.
On land, the cheat is much less apparent and barely impacts gameplay (in a negative way) at all.
I think one thing the AI is going to do is we have it set up so when the AI is trying to make a decision so it's trying to decide what to build in the city, trying to decide what technology to pursue next we go ahead and we look at all the possibilities based on where they are in the tech tree right now and we rank them according to which ones we think are the best choice for a strong Civ player at that given point in time. Now what happens is when you're playing on the higher difficulty levels we almost always pick one of those top choices just because we want that civilization to be as competitive as possible with you. When you're at a lower difficulty, one of the things that we do is we start opening that up to some of those other lower ranking choices and we pick from those choices as well.
Clearly they use parallel computing, given their system requirements (minimum dual core, recommended 4 cores).mjs0 said:Whilst I found the podcast very interesting I was disappointed it didn't talk about concurrency. With the AI split into multiple subsystems that communicate by way of requests there should be a lot of opportunity for this to happen in parallel and for the work to be spread across multiple cores.