Roland Johansen said:A human player knows that it will need some tundra to have a chance to get some oil or uranium in the late game.
warpus said:In my humble opinion, as a person who has studied AI in university, most developers spend far too less time developing the AI when building a video game. Most of the time they rely on such workarounds as allowing the computer to 'cheat', which in some cases is REQUIRED (AI programming *is* hard after all), but it shouldn't be required on the scale we see it in Civ3, for example. I really wish developers spent more time developing AI routines, because it would make gameplay a lot more realistic and fun.
I don't even think that most games employ a decision-tree style AI, which in my opinion would do wonders for a game such as Civilization. The downfall is that it would take a lot of time to get it just right, but this is exactly my complaint - too much time is spent on graphics, and too little on gameplay.
warpus said:In my humble opinion, as a person who has studied AI in university, most developers spend far too less time developing the AI when building a video game. The downfall is that it would take a lot of time to get it just right, but this is exactly my complaint - too much time is spent on graphics, and too little on gameplay.
The Adjudicator said:Hence the genius of allowing the legions of fanatics to reprogram the AI in CIV 4! Give a few thousand geeks like us a few months and we will have her all worked out.
Wow. If you know where a 'real' AI is, please let me know...it has been the Holy Grail of the Computer field since at least, oh, forever!warpus said:See, scripted actions do not equal AI, although that is what people have been calling it. There is no AI in Civ3 at all, but we all call i that anywayWhat I would LOVE to see is a REAL AI that learns on its own, tries out random things, builds a decision-tree in the background, and learns from its mistakes. Currently we have nothing of the sort; the computer simply uses a lookup table and perhaps some randomization to 'decide' what to do.
Although it would be (probably) possible to customize Civ4 to include real AI, I doubt anybody is actually going to take the time to do it. Fake AI is often good enough for the casual player, and most games rely on it.
warpstorm said:I think a decision tree is the wrong approach for this game unless it is done for only the highest level goals as it would take up way too much memory. Having said that there are other ways to model goals.
oldStatesman said:Wow. If you know where a 'real' AI is, please let me know...it has been the Holy Grail of the Computer field since at least, oh, forever!![]()
warpstorm said:And what is the short list of independent and conditional attributes you'd use to generate the tree?
warpstorm said:So, you aren't willing to make a stab at it? I think there would be an awful lot of things. For example the local terrain (oh, wait that's probably more than one attribute per city), each of their opponents and how they feel about me and how I feel about them and how Ithink they feel about each other, what turn it is, what technologies I think everyone has, what religions are dominant in each nation, what turn it is, how close I think everyone is to winning by each victory condition, the relative populations, wealth, and military strentghs as I perceive them, who has which resources. This is just a sampling of the types of independent attributes that I'd start with. A lot more would turn up quickly if I spent more than 30 seconds on it. THis doesn't get into the conditionals and what rules could be extracted from them.