raystuttgart
Civ4Col Modder
Hi guys,
this is kind of a reaction because we had lots of players trying to create AI concepts for our new features which they considered "extremely easy".
Thus they simply did not understand then when we modders told them "No, this is not going to work".
Thus I try to explain:
Do not try to create "AI concepts" by "thinking as a Human Player".
AI logic simply does not work like a "Human brain".
(Only they really understand what is possible to teach it with reasonable effort or not.)
To simplify it for a Player:
Considering the features we implement:
Almost every feature we implement though has "strategic impact" (for future gameplay scenarios several turns later).
They can not be implemented as "purely reactive tactics" just checking current values.
If we programmed AI as "purely reactive on current data" we would completely ruin it ...
-----
To describe it in "Modders Language":
(It is necessary to understand the fundamental difference between "complicated" and "complex".)
this is kind of a reaction because we had lots of players trying to create AI concepts for our new features which they considered "extremely easy".
Thus they simply did not understand then when we modders told them "No, this is not going to work".
Thus I try to explain:
Do not try to create "AI concepts" by "thinking as a Human Player".
AI logic simply does not work like a "Human brain".
- Things your Human brain may understand in seconds may be almost impossible to teach AI and thus need years of modding effort.
- Things your Human brain could never understand can be calculated in seconds by AI and modded within a few hours.
(Only they really understand what is possible to teach it with reasonable effort or not.)
To simplify it for a Player:
- AI will rip easily rip apart a Human Player on the tactical level (perceiving current situations and massive calculations).
- But on the strategical level (proactive planning and predicting for future gameplay scenarios) AI is chanceless against a Human Player.
Considering the features we implement:
Almost every feature we implement though has "strategic impact" (for future gameplay scenarios several turns later).
They can not be implemented as "purely reactive tactics" just checking current values.
If we programmed AI as "purely reactive on current data" we would completely ruin it ...
-----
To describe it in "Modders Language":
(It is necessary to understand the fundamental difference between "complicated" and "complex".)
- AI is extremely good in solving complicated problems. (Which Human brains can do very bad.)
- AI is extremely bad in solving complex problems. (Which Human brains excell at.)
- Transform "comlex problems" (which AI can not solve) into a "comlicated problem" (which AI can solve.)
- This basically comes down again to "problem analysis" and "solution design".
- And to do this efficiently you can use "proven in use design patterns" that match the problems.
Last edited: