Punch list for AI improvements

civfan_999

Chieftain
Joined
Jun 23, 2020
Messages
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I like the other two punch list threads going and thought I'd start a new one for AI improvements.

1. Prioritize builders – It is insane how few tiles AI cities will have developed. They should attempt to develop all or some high percentage (80%?) of worked tiles and prioritize builders to that goal. They should particularly prioritize strategic and luxury resources.

2. Upgrade units – There will be AIs that are ahead of me on the tech tree that are still using units from eras before my units. They should always look to pay to upgrade units as soon as possible, starting with units on the front lines.

3. Value their great works – It costs thousands or tens of thousands of dollars to buy a great person, yet the AI is willing to sell a book or painting for usually around 150-300 gold. That does not make sense at all. Especially civs geared towards the culture victory should value their works much more highly. Maybe AIs that are not designed for a culture victory only have half or a third as much value as the culture victory civs, but still a lot more than 150$ for a book. AIs will not be willing to accept anything for a single coal or aluminum or oil. Why would they not have a similar regard towards great works. I think they should be willing to trade great works one for one (art for a sculpture, artifact for art, artifact for artifact) but they should not be willing to sell great works for such a pittance.

4. Aid requests – The AI spends WAY too much production on aid requests. I suggest that those civs designed for a diplomatic victory should do everything they can to win the 2 points, but other civs (designed to war, science, faith, or culture) should really be weighing the costs vs. benefits, i.e. not spend much production or even make the call to not participate at all. You could even have those civs vote down the aid emergency so that the diplomatic civ needs to burn more favor to have the opportunity to compete.

5. Emergencies – the AI shouldn’t vote for an emergency that they don’t intend to participate in. When an AI is neighboring a captured city state and then does nothing to try to retake it, then all they have accomplished is to make the aggressor more powerful. They should make the decision to either vote it down or vote it up but then prioritize victory.

6. Build anti-air and jet bombers – Required for defense against planes. Should be especially present on the front lines and should move back to other cities when a certain city is about to fall.

7. Value luxury resources in accordance with need – I think the AI is getting better at this. In same games, I will be able to sell something for 10GPT and then a second resource to the same civ with go for 4GTP, then a third may only get 1 gold total. But it doesn’t necessarily work the other way. Often, I can one to one a luxury resource and they will still give me 3-8 GPT on top of it. I think the AI should consider one luxury resource for one luxury resource to be a fair trade and not be willing to pay extra. That is, unless they are really struggling, i.e. cities with negative amenities, and they are willing to pay anything to fix that crisis.

8. Build less encampments? – the AI seems to build encampments in almost every city. This comes at the cost of other options, like science, culture, money, and production. It makes sense for military AIs to have lots of encampments and it certainly makes sense to build strategic encampments on the front lines, but the AI needs to better assess when encampments are valuable and when other districts would be more important.

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9. Difficulty Settings – I'd like to see them change the way they think about difficulty settings. I understand the struggle of writing better AI code to make them not suck at combat, but there can be improvements even to the current structure where basically some difficulties buff and others nerf the AI. Buff them a little at a time instead of a ton of buffs from the beginning of the game. The current difficulty settings give the AI a lot of perks from day one so that you spend the first few eras playing catch up. This makes it difficult to secure early game wonders and still gets you to that cross over point where once you have passed them, you can leave them in your dust. I would recommend giving the AI extra things each era rather than a lot of extras all at once at the beginning. For example, instead of starting them off with 5 civs and 5 techs (I might have those numbers a bit off), they could start the game with 1-2 civs/techs and get 1-2 additional civs/techs each time a new world era begins. That way, instead of us being behind early game and pushing to catch up, the AI wouldn’t be quite as strong in the ancient era, but would be better able to keep pace with an experienced human player throughout the game.
 
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8. Build less encampments? – the AI seems to build encampments in almost every city. This comes at the cost of other options, like science, culture, money, and production. It makes sense for military AIs to have lots of encampments and it certainly makes sense to build strategic encampments on the front lines, but the AI needs to better assess when encampments are valuable and when other districts would be more important.

And entertainment complexes!
 
Addition : AI need to defocus Religion, every game I play is just boring because of all civs trying to spend their religion all around the globe (which makes that no one dominates, a big waste of production and time for them)
 
Addition : AI need to defocus Religion, every game I play is just boring because of all civs trying to spend their religion all around the globe (which makes that no one dominates, a big waste of production and time for them)

I think this goes with some of my other comments. Certain AIs should care about certain things and they should not all focus the same stuff. Just like non warmonger AIs shouldn't build an encampment district in literally every city and non diplo civs shouldn't try to win aid emergencies, only religious civs should really focus holy sites and spreading their religion globally. Non religious civs should only strive to maintain their own religion locally to continue earning whatever benefits they chose, but why are they trying to spread when that isn't the victory condition they are going for? Human players do not hedge and go for all victory conditions in a single game and they AI should not be spreading thin with that type of strategy either.
 
Predictable early era surprise wars (more intelligent decision making - no need to send your army half way around the world to conquer a city you can't keep loyal)
Endless apostle spam (spend faith on other things instead)
Silly preferences such as hating you the minute you build a coastal city (without having a navy)
 
I should also add:

9. Difficulty Settings – I'd like to see them change the way they think about difficulty settings. I understand the struggle of writing better AI code to make them not suck at combat, but there can be improvements even to the current structure where basically some difficulties buff and others nerf the AI. Buff them a little at a time instead of a ton of buffs from the beginning of the game. The current difficulty settings give the AI a lot of perks from day one so that you spend the first few eras playing catch up. This makes it difficult to secure early game wonders and still gets you to that cross over point where once you have passed them, you can leave them in your dust. I would recommend giving the AI extra things each era rather than a lot of extras all at once at the beginning. For example, instead of starting them off with 5 civs and 5 techs (I might have those numbers a bit off), they could start the game with 1-2 civs/techs and get 1-2 additional civs/techs each time a new world era begins. That way, instead of us being behind early game and pushing to catch up, the AI wouldn’t be quite as strong in the ancient era, but would be better able to keep pace with an experienced human player throughout the game.
 
Difficulty should make the AI smarter and not give them bonuses.
 
Difficulty should make the AI smarter and not give them bonuses.
From a project management perspective this is a total nightmare. Like in principle yes, absolutely, if they were able to design a good AI that had a consistent method to be modulated in its thinking ability like a chess engine, this would be great.
(In a chess engine you can make it "better" or worse by changing how many turns it looks ahead to determine the best moves.)
But no company today is gonna bite at the prospect of maintaining several different AIs, even if it's only a 2-3 with added bonuses determining the final difficulty. You might be able to add this to tactical AI if you are clever with the design.
This isn't excusing the AI at all - after all, a lot of old gameboy type games features 1UPT combat, ranged units, etc. See Fire Emblem and Advance Wars. The AI there was quite competent, so it can totally be done.

And entertainment complexes!
The biggest untouched area for AI game performance right now is probably policy card choices. the AI loves amenities in housing in their cities. If you whip out your log files after a session you can look up what the AI picks for policies. They don't take rationalism. They take every card that's along the lines of "+1 housing in all cities with a district" etc. As a human player we know that's a terrible idea, and the relative power gap of slotting those cards instead of rationalism, free market, etc, is why you can leave the AI behind in the midgame. The upside is that policy cards are easy. You can just tell the AI what to take, like a build order. Give an intern a spreadsheet to fill out and you could have this done in a couple days.
 
Addition : AI need to defocus Religion, every game I play is just boring because of all civs trying to spend their religion all around the globe (which makes that no one dominates, a big waste of production and time for them)

Which is annoying in that it prevents you from getting a religion unless you drop everything and rush one. Only religious religious that need a religion, not all religious civs, should always pursue religion,
 
Human players do not hedge and go for all victory conditions in a single game...

Well, they should hedge a little, two MAYBE three is enough. But yeah you're right otherwise.

The annoying thing is that so much of the game can be improved by tightening the slack of the mechanics... the worst part of the game by far is the QA, which should be some of the easiest work.
 
Buff them a little at a time instead of a ton of buffs from the beginning of the game. The current difficulty settings give the AI a lot of perks from day one so that you spend the first few eras playing catch up.
There are games that have this option - Stellaris is one of them.
The problem is that In a 4X game the start is so influential that “scaling difficulty bonuses” need to achieve truly outrageous levels to compete with starting bonuses.
An example from Stellaris is that an AI with essentially a fixed +25% yield modifier from the start will be stronger at every single point in the game than one that gets a bonus that scales up from 0 to +100% over the course of the game.

If you take out the free settlers and warriors, the tech and hammer bonuses needed to match the Deity Mid game threat level would be truly outrageous and could lead to unwinnable games under certain conditions. (And we get AI runaways often enough already if the AI has the right persona- Korea, gilgabro, Pericles, etc.)
 
There are games that have this option - Stellaris is one of them.
The problem is that In a 4X game the start is so influential that “scaling difficulty bonuses” need to achieve truly outrageous levels to compete with starting bonuses.
An example from Stellaris is that an AI with essentially a fixed +25% yield modifier from the start will be stronger at every single point in the game than one that gets a bonus that scales up from 0 to +100% over the course of the game.

If you take out the free settlers and warriors, the tech and hammer bonuses needed to match the Deity Mid game threat level would be truly outrageous and could lead to unwinnable games under certain conditions. (And we get AI runaways often enough already if the AI has the right persona- Korea, gilgabro, Pericles, etc.)

I don't think you need to get rid of the free settlers and warriors and builders. I just think the way the free tech and civics work should change.

Maybe I thinking about this wrong, but I think it would actually give the AI more bonus in the long run, but in a way that you could keep up. On deity, right now, the AI gets 5 free techs/civics at the beginning of the game. I'm suggesting that the AI should get two on turn 1, then 1-2 free techs/civics from the appropriate era as the world era progresses. That means if they are behind on tech/civic, they could actually get something really good and further up the tree than they can access, which seems like a nice buff. It also means that they don't have access to all the ancient wonders simply because they start the game with 5 extra techs and civics. Also 1-2 free per era is more over the course of the game than 5 on day 1, just with more balanced timing.

You could even make the 1-2 balancing. An AI that has a number of techs developed in the top 25% of players gets 1 free. The bottom 75% get 2 free. Then you are buffing the weak players more. Just another thought. I was originally thinking about it as 1 per era might not be enough, so you could do 1 every second era and 2 every other era. Or maybe that is immortal and on deity its 2 per era.

It would also be better for the AI if the program makes sure to give them free techs/civics in things they don't have boosted, so they get that extra science/culture hit, rather than, in a sense, wasting half the bonus.
 
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