The point of that example wasn't to judge people for doing it, but to point out that it's not a useful implementation for an AI regardless of whether people do it.
I disagree again, programming the AI to simply play the game is useful.
In a race game the AI is not programmed to win, it's programmed to do fast turns on a track while driving safely enough to avoid most crashes. This leads it to finish the race, sometime first if the human players failed to win. But it's not programmed to try to force the first player to crash to prevent him from winning.
Still, the victory condition is clear, if the player finish first, he wins, so why simrace AI aren't coded to try to make the first player crash then take its place, as the physical rules of the game would allow that with a small bump on the rear at the right time ?
Well, because no one want to play against such a frustrating AI, but in the same time, note that some humans may use this exact winning strategy against the AI, because it's not going to protest, or rage-quit, is it ?
Same approach is valid for Civilization, the AI should know how to use the different mechanisms to grow its Empire (ie "play the game"), which in turn may allow it to reach one of the victory conditions (ie "win the game"), and it can be programmed to reach one faster (and it is, yes, should be better, but it is), but it shouldn't be programmed in a way that will make it try to prevent the human to win at the cost of itself not finishing the game (or at the cost of the human player rage-quitting after 4000 years of diplomatic actions to build alliances)
Chess AI is still allowed to dumpster human players, it has to be held back. The same is true for racing games. In both cases, AI is at a level where it can defeat elite human players without bonuses routinely. In both cases, the AI is still generally performing moves in line with the game's stated victory condition. The comp for this in Civ is not "AI shouldn't try to win". The comp for this in Civ is the difficulty setting.
And the fact that Civ AI is not in the same air as AI in the examples above and can't win against good players no matter how hard the devs make it "try" in its present state. Civ is nowhere near the point where AI has to be tuned back so it's possible to win.
I agree on that, but does it means that chess and race games are bad examples when talking of an AI for a Civilization game ? edit:
Because you bring them in the discussion, not me.
Still there are some point where civ AI was tuned down on purpose to remove some frustration for the human player, like rigging election in CS for civ5 or some sabotage missions in civ4
Trying to win is not "breaking the 4th wall". It's playing the game. "Breaking the 4th wall" would be something like insta-targeting the player just because it's the player, without any other context about the game state.
Anything mentioning "you're playing a game" in a game is breaking the fourth wall. That's the definition. Some game doesn't have any fourth wall, because their core design is just to be a bare game, but Civilization is about leading an Empire to stand the test of time, victory conditions are just additions on top of that.
If you don't want these things, the proper implementation is to not include them as mechanics. Including them then having opposition not interact with them is awkward and self-inconsistent.
I'm all for reworking victory conditions to help the AI, yes.
But even if I the victory conditions stay as they are, I still disagree on using "massed dogpiles" on the leader, that solution is worst than the problem it tries to solve, I prefer the diplomatic approach (see below)
This isn't just a "finally" throw-in,
it's a completely different argument. In essence, you're saying that because devs and players alike know the tactical AI is awful (nothing like the racing/chess examples cited above in AI quality), devs could in principle knowingly compensate for this by having AI collude while avoiding it's most obvious weakness: actually fighting.
It doesn't address the "should AI try to win or not" debate, rather this particular quote is arguing which approach the AI should take to try to win. You could make a legit case that the AI is so inept offensively that its win probability estimation for DoW --> offensive war should be abysmal in most cases, but that's not really what we're debating

.
Maybe I've missed some posts, and I apologize if that's the case, but we're not arguing "should AI try to win or not ?".
We're arguing on "should AI only play to win or should winning be only one of its objectives when playing ?"
IIRC that point of the debate started by saying that the diplomacy should be none existent in the game, except to prevent the leader to win at all cost, because the winning conditions allows only one winner.
Maybe they should reintroduce the "always war" option, I won't be against that, but I don't think it should be the default option, and I won't use it.
But IMO they should simply reintroduce shared victory options, with the "teams" being build during the course of the game, using diplomacy, not from the start.