historix69
Emperor
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- Sep 30, 2008
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Civ 6 is not a classical, well defined game like TicTacToe, GO or Chess.
There are several fundamental differences :
- Fog of War : In classical games like Chess and GO, you have full knowledge of the state of the game at any time. No Fog of War, no uncertainties about current player positions, only about future player actions. In Civ, you don't know where your opponents start or what terrain they start. You need to scout to see at least some part of the map. You do not see enemy armies approaching when they are covered by the Fog of War.
- Map sizes : TicTacToe 3x3, Chess 8x8, GO 19x19 (already too big to calculate the game tree.) Civ up to 100x200 (or more?)
- Terrain : Classical Games : only one type of terrain. Civ : different maps with different terrain types and different movement restrictions to tiles like with water, land and impassable mountains. (Air, Water, Land units)
- Simplicity of Game Rules and number of objects. Compared with Civ, GO is a simple black & white game with only one type of stones (unit) in 2 colors and a few rules. Civ is much more complex than all the classical games with the different levels/layers of play like Science, Culture, Religion, Economy, Military, etc. and hundreds of different terrain-types, improvements, Natural Wonders, techs, advances, buildings, units and 30+ different civs/leaders and City States with their unique rules. Rules of an actual game depend on participating civs, leaders, CS.
- Exponential effects of early game decisions (or bad luck) : e.g. Do not build a settler early or loose the 1st settler or build a 2nd city (in a good spot) early may result in completely different games.
- Constance of Game Rules : Civ Game Rules change in rather short periods. Every patch usually modifies the Game Rules. Each small mod may modify the Game Rules.
Especially since Civ Game Rules are not constant (due to patches and mods), it is not usefull to develop a perfect AI for a fixed set of rules. (-> No fixed algorithms or self-leraning Neural Network approach.) There can only be a general approach with rather robust strategies who do not fail when some Game Rules are changed.
If one thinks that AI is too weak, first try to play without save/load cheat. Start a game and play it to the end without reloading when something does not work out as planned.
There are several fundamental differences :
- Fog of War : In classical games like Chess and GO, you have full knowledge of the state of the game at any time. No Fog of War, no uncertainties about current player positions, only about future player actions. In Civ, you don't know where your opponents start or what terrain they start. You need to scout to see at least some part of the map. You do not see enemy armies approaching when they are covered by the Fog of War.
- Map sizes : TicTacToe 3x3, Chess 8x8, GO 19x19 (already too big to calculate the game tree.) Civ up to 100x200 (or more?)
- Terrain : Classical Games : only one type of terrain. Civ : different maps with different terrain types and different movement restrictions to tiles like with water, land and impassable mountains. (Air, Water, Land units)
- Simplicity of Game Rules and number of objects. Compared with Civ, GO is a simple black & white game with only one type of stones (unit) in 2 colors and a few rules. Civ is much more complex than all the classical games with the different levels/layers of play like Science, Culture, Religion, Economy, Military, etc. and hundreds of different terrain-types, improvements, Natural Wonders, techs, advances, buildings, units and 30+ different civs/leaders and City States with their unique rules. Rules of an actual game depend on participating civs, leaders, CS.
- Exponential effects of early game decisions (or bad luck) : e.g. Do not build a settler early or loose the 1st settler or build a 2nd city (in a good spot) early may result in completely different games.
- Constance of Game Rules : Civ Game Rules change in rather short periods. Every patch usually modifies the Game Rules. Each small mod may modify the Game Rules.
Especially since Civ Game Rules are not constant (due to patches and mods), it is not usefull to develop a perfect AI for a fixed set of rules. (-> No fixed algorithms or self-leraning Neural Network approach.) There can only be a general approach with rather robust strategies who do not fail when some Game Rules are changed.
If one thinks that AI is too weak, first try to play without save/load cheat. Start a game and play it to the end without reloading when something does not work out as planned.
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