shyuhe
Deity
Actually I requested it. I think the AI prioritizes OB differently when it's in mutual struggle. You can't help him if you can't send troops through his territory 

No more auto AI workers swapping improvements endlessly.
(More) intelligent AI is probably quite feasible. The question is, deep down, would we really want it?...or, in other words, however much we like to complain about how the AI sux, perhaps we actually enjoy preying upon such AI stupidities....
Hell ... i know i love my stupid AI's. No way i want such monstrous AI spoiling my evenings of AI bashing.
Some might enjoy the challenge, but for the masses (like me), civ is just a way to let off some steam and relax, and how better to do that than beat the crap out of the stupid AI
In fact, i'm so bad that just y'day i kinda fired up a game on warlord level and went on the rampage just for kicks ---- it was fun ....
So --- smart AI, not for me.![]()
I think this is what the Civ4 developers were talking about when they were joking on how the Civ4 AI was "designed to lose", or at least designed to not play in a ruthlessly optimal fashion that would confine the human opponent to a similar constricted style of gameplay. In other words, the Civ4 AI was designed for fun and interact-ability, not competitiveness. If they had wanted to design the Civ4 AI for pure competitiveness, I bet this is what the Civ4 AI would look like.
But can you imagine how many new, general-public players would just get (unreasonably) frustrated when their "friendly" neighbor declares on them out of nowhere with overwhelming force? I say, "unreasonably," because isn't this what the human is "allowed" to do all the time? In a way, you have programmed an AI civ that plays more like a human, without the arbitrary constraints on opportunistic behavior, and thus without the easy predictability and amenability to clever manipulation.
(More) intelligent AI is probably quite feasible. The question is, deep down, would we really want it?...or, in other words, however much we like to complain about how the AI sux, perhaps we actually enjoy preying upon such AI stupidities....
Broadly speaking, it's not possible to give strategy game AIs the ability to fairly beat humans. It's different in a game like chess where brute force calculating power and databases of the openings can turn computers into world champions, but in less easily calculatable games like civ which require more abstract strategic thinking it can't be done.
Just a few years ago, we called those chess moves "abstract thinking a computer could never handle".
Can't be done now. In 20 years? I expect we'll all be playing on Chieftain.
Just a few years ago, we called those chess moves "abstract thinking a computer could never handle".
Can't be done now. In 20 years? I expect we'll all be playing on Chieftain.
When we began to have good result with chess, people were saying that in ten year they will be go AI with decent level. And it does not work.
An Civ4 AI need some dramatic new concept to be able to play at an human level. Nothing assure that theses progress will come out.
Like I said in the thread phungus started in the better AI subforum about this, I have my serious doubts about this XML tweaks producing a better performing AI when all the AI behave like this ....Sure, most likely they will eat the roleplaying AI alive, but that does not make them better players, just better roleplay AI smashers
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Not at all. Chess programs don't "think", they just use raw processing power to calculate enormous numbers of possible variations and then choose the best one. This makes them excellent at tactics and combinations, but their inability to do any kind of abstract thinking means they can still be beaten by a long term strategy.
Even today's computers can only calculate so many moves ahead. An experienced chess player with a strategic understanding of the game can build positions that, while are very obviously advantageous to another thinking human, can't be tactically shown as being so in concrete terms in, say, ten or twelve moves. So computers can't understand the advantages of such strategies. Analogies of this can be found in any strategic game.
That's very possible, especially if quantum computers become a reality any time soon.
whats "quantum computing" ?![]()
TMIT - you mentioned in your first post in this thread back in Feb you were working on another PYL series...did that get posted ever, or did it fall by the wayside.
I absolutely loved that series - shame it doesn't have more games to it.
While quantum computers will potentially mini-revolutionize computing, I doubt they're going to be able to improve things like AI for a long time. The problem is, making an algorithm that can take advantage of the nature of a quantum computer is very difficult compared with traditional programming. More likely its first applications will be things like code breaking (an encryption overhaul is going to happen eventually since bank encryption will become vulnerable).
I would expect that improvements to a game AI like this are more likely to come from more modern but still non-quantum computing.