@Everyone -- Many thanks for all insights, help, encouragement, etc.
Re: "methodology" questions in general: I think trying to reverse engineer whatever algorithm(s) the AI use(s) is effectively impossible -- there are simply too many possible variables. For example, Arathorn correctly points out that war conditions will ... probably? ... change what's built.
So I suggest we focus our collective efforts on whichever situations vex or enlighten us re: our own modding efforts. This will of course require some subjective calls -- and from my POV doesn't necessarily rule ANYTHING out, especially after Test #4!
Example -- Re: Test #4 & mrtn's suggestion re: the random seed -- randomness in the AI's builds have been "proven"; from my POV; I'm not certain what can be gained by re-running the test
-- BTW re: Arathorn's kind request, here's the .bix! It's simplicity itself; stats are still set for Test #4. Note that there are a handful of techs labelled 1-9 which are simply placeholders.
Also note that in my testing I wasn't "playing" per se -- I neither conquered nor allowed the AI to conquer cities or resource tiles.
My own next test is going to be based on "Conclusion #1" -- or perhaps "Rule #1" sounds better, or is at least shorter to type:
AI Build Rule #1
Everything else being equal, the AI 90+% of the time weighs Attack and Defense factors equally.
... Agreed? -- I know it hardly sounds earth-shattering, but it's definitely a firm foundation upon which to start. Note that, for tests 1-3, the combined A + D = 10. I'm hoping to wind up with a +/- 10% value for everything we deem worth testing and thereby a "Combat Equivalence Factor" for each attribute, with (A=1) or (D=1) equaling one CEF. So -- keeping our critical 5/5/1 O/D unit as the benchmark -- the answer to the question "What's an extra MF worth to the AI?" can be answered in CEFs.
... Comments / critiques?
BTW my use of 20 turns has been geared toward what "feels" like a reasonable sampling -- enough time for the AI to poke around, get prodded into war, etc. -- as well as simple sanity: it's a BORING test ... mais c'est la guerre ...
My own next test is going to be trying to see what combinations of (A + D < 10) the AI will build for MF=2 vis-a-vis the benchmark 5/5/1 -- and therefore how many CEFs MF=2 is worth.
If anyone else runs any tests (hint, hint!) PLEASE post both the criteria and results!
All The Best,
Oz
Re: "methodology" questions in general: I think trying to reverse engineer whatever algorithm(s) the AI use(s) is effectively impossible -- there are simply too many possible variables. For example, Arathorn correctly points out that war conditions will ... probably? ... change what's built.
So I suggest we focus our collective efforts on whichever situations vex or enlighten us re: our own modding efforts. This will of course require some subjective calls -- and from my POV doesn't necessarily rule ANYTHING out, especially after Test #4!
Example -- Re: Test #4 & mrtn's suggestion re: the random seed -- randomness in the AI's builds have been "proven"; from my POV; I'm not certain what can be gained by re-running the test
-- BTW re: Arathorn's kind request, here's the .bix! It's simplicity itself; stats are still set for Test #4. Note that there are a handful of techs labelled 1-9 which are simply placeholders.
Also note that in my testing I wasn't "playing" per se -- I neither conquered nor allowed the AI to conquer cities or resource tiles.
My own next test is going to be based on "Conclusion #1" -- or perhaps "Rule #1" sounds better, or is at least shorter to type:
AI Build Rule #1
Everything else being equal, the AI 90+% of the time weighs Attack and Defense factors equally.
... Agreed? -- I know it hardly sounds earth-shattering, but it's definitely a firm foundation upon which to start. Note that, for tests 1-3, the combined A + D = 10. I'm hoping to wind up with a +/- 10% value for everything we deem worth testing and thereby a "Combat Equivalence Factor" for each attribute, with (A=1) or (D=1) equaling one CEF. So -- keeping our critical 5/5/1 O/D unit as the benchmark -- the answer to the question "What's an extra MF worth to the AI?" can be answered in CEFs.
... Comments / critiques?
BTW my use of 20 turns has been geared toward what "feels" like a reasonable sampling -- enough time for the AI to poke around, get prodded into war, etc. -- as well as simple sanity: it's a BORING test ... mais c'est la guerre ...
My own next test is going to be trying to see what combinations of (A + D < 10) the AI will build for MF=2 vis-a-vis the benchmark 5/5/1 -- and therefore how many CEFs MF=2 is worth.
If anyone else runs any tests (hint, hint!) PLEASE post both the criteria and results!
All The Best,
Oz