Sostratus
Deity
If you read almost any thread on this forum regarding deity play, it's always about catching up and then passing the AI. It is obvious that the human is qualitatively better at playing than the computer; but between deity AIs' extra settlers, huge growth bonuses, production advantages, etc., this human economic advantage seems to be coming from humans placing superior districts.
Anyone who has acquired AI cities probably knows that feeling when the districts are horribly laid out and you either stomach it or raze and do it yourself. Look around in your current game and you'll see a lot of +0 or +1 districts out there.
So I wonder: what fundamentally makes this problem hard? This is not an AI bashing thread. This is a thread about the possibility of working out a district placement solution that is:
-Not absolutely optimal, but "good enough"
-Can be feasibly implemented in Civ
At some point maybe those with working knowledge of the AI behavior trees will pop in, but
My personal take on the issue is that the AI probably follows the game's own city location scoring system (the one that suggests spots to settle.) AFAIK, this does not include at all district adjacency. Whereas any experienced human will look to settle explicitly for good district spots.
Potential solution: the game already can show you how much adjacency a district can get before you place it. Extend this to AI settler logic, and filter for good spots and put a strong weight to own and develop those tiles.
For example, if there's a double geothermal fissure providing +4 campus spot, the Ai would highly value that over an extra instance of bananas. I'm assuming the AI already places down districts where they will be highest adjacency, but maybe they don't realize they need to get good sites in the first place. This at least can cover Campus, Holy site, CH, and harbors. Theaters and IZs are much more infrastructure dependent and require some planning.
Side note: I have seen German AIs deliberately place hansas & CHs next to each other, so clearly there's something going on there under the hood. This same thing is why, IMO, AI Korea is such a monster: she places seowons which for at least the beginning of the game will be +3-4. IE, she spams high value campuses, aka unwittingly plays the meta.
Can you come up with a simple verbal "algorithm" that can look at terrain and place decent districts?
What's your human approach, and why would this same approach fail for an AI that's limited in computation power?
Anyone who has acquired AI cities probably knows that feeling when the districts are horribly laid out and you either stomach it or raze and do it yourself. Look around in your current game and you'll see a lot of +0 or +1 districts out there.
So I wonder: what fundamentally makes this problem hard? This is not an AI bashing thread. This is a thread about the possibility of working out a district placement solution that is:
-Not absolutely optimal, but "good enough"
-Can be feasibly implemented in Civ
At some point maybe those with working knowledge of the AI behavior trees will pop in, but
My personal take on the issue is that the AI probably follows the game's own city location scoring system (the one that suggests spots to settle.) AFAIK, this does not include at all district adjacency. Whereas any experienced human will look to settle explicitly for good district spots.
Potential solution: the game already can show you how much adjacency a district can get before you place it. Extend this to AI settler logic, and filter for good spots and put a strong weight to own and develop those tiles.
For example, if there's a double geothermal fissure providing +4 campus spot, the Ai would highly value that over an extra instance of bananas. I'm assuming the AI already places down districts where they will be highest adjacency, but maybe they don't realize they need to get good sites in the first place. This at least can cover Campus, Holy site, CH, and harbors. Theaters and IZs are much more infrastructure dependent and require some planning.
Side note: I have seen German AIs deliberately place hansas & CHs next to each other, so clearly there's something going on there under the hood. This same thing is why, IMO, AI Korea is such a monster: she places seowons which for at least the beginning of the game will be +3-4. IE, she spams high value campuses, aka unwittingly plays the meta.
Can you come up with a simple verbal "algorithm" that can look at terrain and place decent districts?
What's your human approach, and why would this same approach fail for an AI that's limited in computation power?