Roland Johansen
Deity
In every previous version of civilization the main weakness of the AI compared to the human player was its military tactical capabilities. You really didn't need to be a tactical genius to outsmart the AI in tactical warfare. I have no illusions that the tactical AI in civilisation V will suddenly be able to match the tactical capabilities of good human players. But it would be nice if it wouldn't make really stupid mistakes.
We have seen some gameplay videos and some of us have already played several 1 UPT games on hex boards. We might be able to predict some of the mistakes that the AI will be making. Of course, the AI designers of Firaxis will be trying to make the same analysis, but they can't match the minds and inventiveness of the combined civfanatics community. So share your thoughts about how you plan to exploit the weak tactical AI and how a smart(er) AI might avoid this abuse.
Of course, we can't analyse the combat mechanics exactly because of the limited knowledge of these mechanics. There's no need to say that. I'm aware of that. Still, I'm sure that I could have predicted some of the main tactical weaknesses of the civ4 combat AI when I first read about the basic combat setup of stacks and collateral damage months before its release.
The AI is usually one of the features which is created/perfected the last, so this might actually be useful instead of asking for features like espionage/religion/more civilizations which will not be implemented at such a late stage of game development.
I'll start.
Situation 1:
Fire power of front lines in various situations
Both I and the AI have a nice balanced army of front line troops and artillery placed at such a distance from each other that the artillery can't hit the troops of the opponent. Lets say the artillery can fire at a distance of 2.
AAAA
FFFF
XXXX
FFFF
AAAA
The X's form the neutral zone without units. Because of the nature of artillery with its 1 turn to get ready to fire, attacking is not a good option here. If one of the armies attacks, only its front line soldiers can attack while the defender will be able to use its front line troops and its artillery because the artillery hasn't moved.
I wouldn't move my army into the neutral zone in such a situation but I'm afraid the AI isn't aware of the situation and will bravely but foolishly move its troops to attack.
Solution to this tough problem: make the AI aware of the firepower of the enemy troops still alive after it has attacked and compare that to the firepower it will be able to use by attacking and the firepower it will be able to use if it holds its ground.
This is a very tough problem as the AI has to recognize a set of troops as a front line and then be able to compare the firepower of that entire front line in various situations and compare it to the firepower of the enemy front line.
The ingame combat situations will of course never be so perfect symmetrical like the one above and thus tougher to analyse.
Situation 2:
Positioning of troops after the attack.
I've played various hex games and usually the AI is programmed to exploit bad human positioning. It is often capable of recognizing ways to surround and mount a serious attack on these troops. However, I've never seen the AI capable of maintaining a good front line after its attack. It's usually attacking like a pack of barbarians, attacking any troops it can almost without regard for its own positioning. This usually results in the human player able to counterattack extremely effective as it can surround and exterminate the AI troops who don't form a consistent front line.
Solution to this extremely tough problem might lie in giving a value to the position of the entire front line where friendly flank bonuses give a serious bonus to the value of the front. So if for instance 5 units are next to eachother interspaced by empty squares then the value of those troops would be a lot less than the value of 5 troops forming a continuous line. The friendly combat defensive flanking bonus could be used for that bonus valuation for a continuous front line. It's a very tough problem.
Situation 3:
Defend if weak.
I've often seen the AI combat AI attack my troops in my own territory even when the AI troops are inferior in number or individual strength. Usually, in tactical games there is an advantage in defending and thus attacking a stronger defensive position is usually a bad move. The defenders advantage could be in faster healing, better movement, better line of sight or defensive bonuses.
The AI should be able to compare the strength of the local enemy army compared to its own local strength and thus be able to decide whether it might be better to start defending its territory in stead of trying to conquer more.
I'm curious about the ways you think the AI might be exploitable and how it might theoretically be fixed.
We have seen some gameplay videos and some of us have already played several 1 UPT games on hex boards. We might be able to predict some of the mistakes that the AI will be making. Of course, the AI designers of Firaxis will be trying to make the same analysis, but they can't match the minds and inventiveness of the combined civfanatics community. So share your thoughts about how you plan to exploit the weak tactical AI and how a smart(er) AI might avoid this abuse.
Of course, we can't analyse the combat mechanics exactly because of the limited knowledge of these mechanics. There's no need to say that. I'm aware of that. Still, I'm sure that I could have predicted some of the main tactical weaknesses of the civ4 combat AI when I first read about the basic combat setup of stacks and collateral damage months before its release.
The AI is usually one of the features which is created/perfected the last, so this might actually be useful instead of asking for features like espionage/religion/more civilizations which will not be implemented at such a late stage of game development.
I'll start.
Situation 1:
Fire power of front lines in various situations
Both I and the AI have a nice balanced army of front line troops and artillery placed at such a distance from each other that the artillery can't hit the troops of the opponent. Lets say the artillery can fire at a distance of 2.
AAAA
FFFF
XXXX
FFFF
AAAA
The X's form the neutral zone without units. Because of the nature of artillery with its 1 turn to get ready to fire, attacking is not a good option here. If one of the armies attacks, only its front line soldiers can attack while the defender will be able to use its front line troops and its artillery because the artillery hasn't moved.
I wouldn't move my army into the neutral zone in such a situation but I'm afraid the AI isn't aware of the situation and will bravely but foolishly move its troops to attack.
Solution to this tough problem: make the AI aware of the firepower of the enemy troops still alive after it has attacked and compare that to the firepower it will be able to use by attacking and the firepower it will be able to use if it holds its ground.
This is a very tough problem as the AI has to recognize a set of troops as a front line and then be able to compare the firepower of that entire front line in various situations and compare it to the firepower of the enemy front line.
The ingame combat situations will of course never be so perfect symmetrical like the one above and thus tougher to analyse.
Situation 2:
Positioning of troops after the attack.
I've played various hex games and usually the AI is programmed to exploit bad human positioning. It is often capable of recognizing ways to surround and mount a serious attack on these troops. However, I've never seen the AI capable of maintaining a good front line after its attack. It's usually attacking like a pack of barbarians, attacking any troops it can almost without regard for its own positioning. This usually results in the human player able to counterattack extremely effective as it can surround and exterminate the AI troops who don't form a consistent front line.
Solution to this extremely tough problem might lie in giving a value to the position of the entire front line where friendly flank bonuses give a serious bonus to the value of the front. So if for instance 5 units are next to eachother interspaced by empty squares then the value of those troops would be a lot less than the value of 5 troops forming a continuous line. The friendly combat defensive flanking bonus could be used for that bonus valuation for a continuous front line. It's a very tough problem.
Situation 3:
Defend if weak.
I've often seen the AI combat AI attack my troops in my own territory even when the AI troops are inferior in number or individual strength. Usually, in tactical games there is an advantage in defending and thus attacking a stronger defensive position is usually a bad move. The defenders advantage could be in faster healing, better movement, better line of sight or defensive bonuses.
The AI should be able to compare the strength of the local enemy army compared to its own local strength and thus be able to decide whether it might be better to start defending its territory in stead of trying to conquer more.
I'm curious about the ways you think the AI might be exploitable and how it might theoretically be fixed.