Reply
 
Thread Tools
Old January 6, 2004, 19:37   #61
Kuciwalker
Deity
 
Kuciwalker's Avatar
 
Local Time: 10:42
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
Can't you do QA after you build the AI?
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
Kuciwalker is offline   Reply With Quote
Old January 7, 2004, 11:17   #62
okblacke
Apolyton University
Warlord
 
okblacke's Avatar
 
Local Time: 06:42
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 236
Quote:
Originally posted by skywalker
Can't you do QA after you build the AI?
Indeed, you'd have to, unless the AI were a truly separate entity. And you'd run the risk of completely nullifying the AI in the QA process.

I think it's safe to set aside any notion that Civ 4 will contain radial AI enhancements. If it could just manage workers better, improve governor AI, city placement and beef up diplomacy and trade, that'd be, well, respectable.

[ok]
okblacke is offline   Reply With Quote
Old January 7, 2004, 19:01   #63
Kuciwalker
Deity
 
Kuciwalker's Avatar
 
Local Time: 10:42
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
Quote:
Indeed, you'd have to, unless the AI were a truly separate entity. And you'd run the risk of completely nullifying the AI in the QA process.
1. why couldn't you freeze it prior to the QA process, then?

2. if you can't do number 1, why not just back up the AI and if you kill it, load the backup?
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
Kuciwalker is offline   Reply With Quote
Old January 7, 2004, 21:14   #64
MrBaggins
CTP2 Source Code Project
King
 
MrBaggins's Avatar
 
Local Time: 14:42
Local Date: November 2, 2010
Join Date: May 1999
Posts: 1,528
Quote:
Originally posted by skywalker
Quote:
Indeed, you'd have to, unless the AI were a truly separate entity. And you'd run the risk of completely nullifying the AI in the QA process.
1. why couldn't you freeze it prior to the QA process, then?
If you discovered a significant flaw in the AI, its development would have to continue through another QA cycle.

Quote:
2. if you can't do number 1, why not just back up the AI and if you kill it, load the backup?
What do you mean? A single track of AI development?

That would develop a strain specialized to one circumstance... which will mean a suboptimal AI for where the circumstance is different.
MrBaggins is offline   Reply With Quote
Old January 7, 2004, 23:04   #65
okblacke
Apolyton University
Warlord
 
okblacke's Avatar
 
Local Time: 06:42
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 236
Quote:
Originally posted by skywalker
1. why couldn't you freeze it prior to the QA process, then?
Because the AI would have "learned", for example, that it's important to place the Forbidden Palace outside the ring of influence of the Palace, and then in QA you discovered that that was imbalancing and removed that feature from the game. The AI doesn't know that.

Quote:
2. if you can't do number 1, why not just back up the AI and if you kill it, load the backup?
You didn't lose the AI, you nulled it, rendered it incorrect. It learned what it learned by "observing" what happened under a certain set of rules, then you changed the rules. Get it? You'd have to rebuild. With every rule change.

You could (arguably) make it so the AI "learned" the rules as well as the best application, but that increases the work it needs to do by about a zillion.

What we fail to appreciate is how quickly we can adapt to a severe rule change like those introduced between, say, C3 and C3C. The easiest way to create a good AI ("good" AI? good "AI"?) is to create within a set of known rules: The more flexibility you demand of it, the huger the problem becomes.

Think of the difference between programming a computer to play tic-tac-toe and programming it to play Connect 4. And then think of writing a program that can do both, and you have some concept of it.

[ok]
okblacke is offline   Reply With Quote
Old January 8, 2004, 03:57   #66
Peter Triggs
CTP2 Source Code ProjectCivilization IV Creators
King
 
Local Time: 14:42
Local Date: November 2, 2010
Join Date: Jan 2000
Location: Gone Fishin, Canada
Posts: 1,059
Exactly. Think of the difference between CTP1's AI and CTP2's AI. Most players found CTP1's AI to be reasonably challenging for a non-cheating AI (although it's not as much fun to play against as Civ2's AI, which cheats). On the other hand, almost everybody said that CTP2's AI is too easy to beat. Why? Well I've always thought that one of the main reasons for this was that they added a new diplomatic victory condition to CTP2 but they didn't have the time to make the AI flexible enough to properly handle it and so it unbalanced the game.
Peter Triggs is offline   Reply With Quote
Old June 2, 2004, 05:37   #67
Nikolai
Apolyton UniversityC4DG The Mercenary TeamCiv4 SP Democracy Game
Deity
 
Nikolai's Avatar
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,800
Bumping this one, in case someone who have missed this have more ideas.
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
Nikolai is offline   Reply With Quote
Old June 10, 2004, 21:15   #68
alva
Civilization III PBEMPtWDG2 Cake or Death?PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering Storm
Deity
 
alva's Avatar
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
Quote:
Originally posted by Mark_Everson
FWIW, here's my list of what the AI needs to do in a civ-type game to get the breakthrough many of us want. Many of these have been mentioned already above. We're not going to get anything like this out of Civ4 :

AI that thinks in 'Levels' about strategy, from very high level down to small details. This is an Hierarchical approach

Levels will go from very abstract pictures of the world at high levels, down to pretty accurate copies of the world, for small things

Corrections will be made in the higher level AI to incorporate information from the more detailed AI levels below it.

* snip *
Isn't that what Soren (CIV3 AI programmer) is saying?

Quote:
Apolyton: Does the AI make decisions on large scale, small scale, or both?
Soren Johnson: The AI makes decisions on many different levels. A leader AI keeps track of high-level concepts, like whether enough science is being generated or which civ is the biggest threat. A city AI decides which units to build for that area of the world and how to manage the city itself. The unit AI is itself split into multiple levels, first determining an ideal destination and then calculating the best possible path.

Furthermore, the different AI levels communicate between each other. For example, the unit AI controlling a tank might ask the leader AI which enemy city would be best to attack. After receiving a response, the unit AI would determine its own best path to the destination. Thus, the AI is able to organize a large group of units while keeping the discrete game decisions at a lower level.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
alva is offline   Reply With Quote
Old June 11, 2004, 19:40   #69
Mark_Everson
 
Mark_Everson's Avatar
 
Local Time: 10:42
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Canton, MI
Posts: 3,442
Thanks, alva, I hadn't seen that quote. I think it's pretty clear that the AI in Civ 3 is better that in the previous games. Some of these points may be part of why that is so. What Soren describes is still not as sophisticated as I'd like, but it is certainly headed in the right direction.

I'd also like an AI that doesn't Cheat, but I certainly prefer a competitive cheating AI to a lame honest one.
__________________
Project Lead for The Clash of Civilizations
A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
Check it out at the Clash Web Site and Forum right here at Apolyton!
Mark_Everson is offline   Reply With Quote
Old June 11, 2004, 19:57   #70
alva
Civilization III PBEMPtWDG2 Cake or Death?PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering Storm
Deity
 
alva's Avatar
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
Full Soren interview

Quote:
I'd also like an AI that doesn't Cheat, but I certainly prefer a competitive cheating AI to a lame honest one.
IIRC he says something about that too in the interview.
Something like "It's ok to cheat as long as you tell the players about it".

the interview has been on this site for a couple of years now.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
alva is offline   Reply With Quote
Old June 12, 2004, 14:17   #71
LDiCesare
GalCiv Apolyton EmpireCivilization IV Creators
Emperor
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Ashes
Posts: 3,065
Quote:
The unit AI is itself split into multiple levels, first determining an ideal destination and then calculating the best possible path.
That's not really different levels, that's different routines. Not taking the pathfinding in the initial evaluation of a target would be a mistake by the way, so I think they do some kind of rough pathfinding first, which would make sense in terms of 'multiple levels'.
The leader/city/unit ai's aren't the same as strategic levels of ai's. They manage things the way the player manages them, but not the way the player thinks them. So there is a difference in approach. In particular, Soren mentions no coordination of the various city ai's to produce consistent units among the whole civ, but maybe the term region he used ment that. I also think that the ai cheating on intelligence is something which is probably overdone in civIII and other games like Galciv (knowing resource locations for instance).
__________________
Clash of Civilization team member
(a civ-like game whose goal is low micromanagement and good AI)
web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)
LDiCesare is offline   Reply With Quote
Old June 12, 2004, 20:25   #72
Addled Platypus
supporter
Alpha Centauri PBEMCall to Power PBEMCivilization IV PBEMBtS Tri-League
Emperor
 
Addled Platypus's Avatar
 
Local Time: 07:42
Local Date: November 2, 2010
Join Date: Sep 2002
Location: comming at ya, with banana breath
Posts: 8,459
How about when you are allied with one Civ AI

You are at war with another Civ AI

The next thing you know, your enemy has all the advances you traded with your ally


talk about donkey punched
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Addled Platypus is offline   Reply With Quote
Old June 22, 2004, 13:24   #73
Brent
Prince
 
Local Time: 06:42
Local Date: November 2, 2010
Join Date: Dec 2000
Posts: 635
Have a pregame or editor setting whether to allow AI civs to build cities in inhospitable locations.

AI Civs should view trespassing differently on water than on land. Be able to keep your units from entering rival territory.

My AI controlled cities shouldn't build any more defensive units once they reach a certain number of them in the city.

Allow automated workers to build distant colonies. Make building roads toward other civs a priority for automated workers.

Let settlers find their own site to build on.

Have minor tribes fight eachother.
Brent is offline   Reply With Quote
Old June 22, 2004, 16:14   #74
Lawrence of Arabia
PtWDG Gathering StormMac
King
 
Lawrence of Arabia's Avatar
 
Local Time: 06:42
Local Date: November 2, 2010
Join Date: Apr 2001
Location: California Republic
Posts: 1,240
introduce different long term and short term goals for the AI

At the beginning, all civs should be striving to win the game, and thus will do deals/actions that will put them in that position.

later in the game, relatively weaker civs will have a long term goal of 'survival' aka be everyone's *****, make deals that will more likely keep them alive, be more cautious etc.

short term goals can be goals such as 'acquire new cities' , 'build new cities', 'acquire coal resource on the other side of the mountain range' etc.

these goals can be random, and the AI wont get stuck on one short term goal. they try it a couple of times and if it doesnt work, they will switch short term goals.

short term can be defined as a goal which can be accomplished within the acquirement of the next technology (or next two depending on how much progress is made on the one currently being researched)

and to add more complexity, add maybe an 'era goal' one which would span the length of an era and have such goals as 'defeat neighbor,' 'become 2nd strongest military' , 'build three wonders', 'achieve x culture' etc.
__________________
"Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini
Lawrence of Arabia is offline   Reply With Quote
Old June 23, 2004, 06:09   #75
Addled Platypus
supporter
Alpha Centauri PBEMCall to Power PBEMCivilization IV PBEMBtS Tri-League
Emperor
 
Addled Platypus's Avatar
 
Local Time: 07:42
Local Date: November 2, 2010
Join Date: Sep 2002
Location: comming at ya, with banana breath
Posts: 8,459
Brent-
AI Civs should view trespassing differently on water than on land. Be able to keep your units from entering rival territory.


I am split on this aspect.

I do get mad at try to get around their territory at the triemene level...

But then there is the "territorial water" claims of nations in real life.

Look what happend to three ships of the British Navy ..
If you have not heard..Iran's navy captured Three ships, because
they were in "their water "without permission
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Addled Platypus is offline   Reply With Quote
Old June 29, 2004, 15:26   #76
Addled Platypus
supporter
Alpha Centauri PBEMCall to Power PBEMCivilization IV PBEMBtS Tri-League
Emperor
 
Addled Platypus's Avatar
 
Local Time: 07:42
Local Date: November 2, 2010
Join Date: Sep 2002
Location: comming at ya, with banana breath
Posts: 8,459
I need to vent about "AI"

Just lost two Frigates that were built in a habor, to a Triemene


__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Addled Platypus is offline   Reply With Quote
Old June 29, 2004, 16:25   #77
Master Zen
PtWDG Glory of WarApolytoners Hall of FameInterSite Democracy Game: Apolyton TeamSpanish CiversPtWDG2 Latin LoversC3C IDG: Apolyton TeamC4DG Gathering Storm
Deity
 
Master Zen's Avatar
 
Local Time: 08:42
Local Date: November 2, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
I have to start by saying that the weakest link in Civ has always been the AI. It is frankly terrible and the only reason the harder difficulty levels are hard at all are becuase of the cheats and handicaps that the AI is endowed with.

I won't even mention how bad the AI was in Civ2, but the Civ3 one wasn't particularly better. I still want to see the AI use combined arms effectively and especially, learn to do massive naval invasions instead of sending the lone transport with destroyer escort. And of course, learn to use artillery, somethign that is missing completely in Civ3.
__________________
A true ally stabs you in the front.

Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
Master Zen is offline   Reply With Quote
Old August 20, 2004, 04:46   #78
Nikolai
Apolyton UniversityC4DG The Mercenary TeamCiv4 SP Democracy Game
Deity
 
Nikolai's Avatar
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,800
DC: I have looked through this part of the List now, and I think it's not much more to do now. I'll make a search for "AI" now, but if I don'tr find anything more to add then, I guess it's finished for now. The AI list haven't been very active, but some ideas thankfully have come, now I only hope more activity will come before the final List.
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
Nikolai is offline   Reply With Quote
Old August 20, 2004, 21:40   #79
DarkCloud
staff
NationStatesAlpha Centauri Democracy GameCivilization II Democracy GameInterSite Democracy Game: Apolyton TeamSpanish CiversCiv4 InterSite DG: Apolyton TeamPolyCast TeamApolyton Storywriters' GuildAge of Nations TeamApolytoners Hall of Fame
 
DarkCloud's Avatar
 
Local Time: 14:42
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
thank you nikolai- I'll get to work on adding this posthaste
__________________
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
DarkCloud is offline   Reply With Quote
Old August 21, 2004, 00:46   #80
Addled Platypus
supporter
Alpha Centauri PBEMCall to Power PBEMCivilization IV PBEMBtS Tri-League
Emperor
 
Addled Platypus's Avatar
 
Local Time: 07:42
Local Date: November 2, 2010
Join Date: Sep 2002
Location: comming at ya, with banana breath
Posts: 8,459
Does anyone else notice if you pillage enough, the AI will stop making the same improvement?
__________________
You do know you can click on the pics and full size images will show in another tab......Krill
Indeed... when ever you have a culture issue, the solution is simple. Raze the city causing the problem ...Ming
Addled Platypus is offline   Reply With Quote
Old September 3, 2004, 17:49   #81
Nikolai
Apolyton UniversityC4DG The Mercenary TeamCiv4 SP Democracy Game
Deity
 
Nikolai's Avatar
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,800
I haven't noticed. Weird...
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
Nikolai is offline   Reply With Quote
Old December 28, 2004, 16:13   #82
DarkCloud
staff
NationStatesAlpha Centauri Democracy GameCivilization II Democracy GameInterSite Democracy Game: Apolyton TeamSpanish CiversCiv4 InterSite DG: Apolyton TeamPolyCast TeamApolyton Storywriters' GuildAge of Nations TeamApolytoners Hall of Fame
 
DarkCloud's Avatar
 
Local Time: 14:42
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
From another thread:

3.9.0 Variable AI
A good way to simulate this might be to have a variable ai...so at random times for periods of 20-40 turns the ai of a civ will move up a difficulty level, and a t random times for a period of 20-40 turns the ai of a civ would go down a difficulty level. You could maybe tie this in with the first suggestion - during its golden ages the ai goes up one difficulty level and in its dark ages it goes down a difficulty level. All this would occur pretty much in the background and be fairly unnoticeable to the player (although dark/golden age notification for other civs as a popup/newspaper would be cool.)
-Comrade Raoul
__________________
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
DarkCloud is offline   Reply With Quote
Old December 28, 2004, 18:19   #83
patcon
Warlord
 
patcon's Avatar
 
Local Time: 09:42
Local Date: November 2, 2010
Join Date: Jan 2004
Posts: 226
1. The AI needs to respect borders. If I'm in their territory I get 1 "OK, I'll leave" and then it's "Leave or war!", but the AI gets 5 (or more?) chances to ignore my polite requests to leave, all the while moving deeper into my territory, until finally the auto-leave takes them all teh way across ny territory to where they were wanting to go anyway, and now they got there even faster. The Civ2 auto-leave where units got sent all the way back to the capital might help alleviate some of this abuse. (Although I will have to admit that I sometimes used that to redeploy my troops closer to home.)

2. The AI needs to recognize the value of trade networks. I have all too often had AIs with resources to trade who refuse to connect their road network to mine, even if I have gone to the trouble of building a road across tiles of open territory just to reach their borders. Then if I try to bring in workers to build a road in their territory to connect up, I am told to "get out". Also, the AI tends not to build harbors that could establish trade routes.

3. It's one thing to have an AI that cheats by knowing the whole map, but I think it is complete and utter bovine feces that the AI knows where resources will pop up, once they discover the appropriate tech. This leads to the absurdity of the AI establishing cities in tundra or desert tiles because oil will eventually show up there. Does anyone know if there is a time constraint on this, as in the AI won't go after a resource it can't use yet more than X turns before it discovers the appropriate tech?
__________________
The (self-proclaimed) King of Parenthetical Comments.
patcon is offline   Reply With Quote
Old January 15, 2005, 07:32   #84
Nikolai
Apolyton UniversityC4DG The Mercenary TeamCiv4 SP Democracy Game
Deity
 
Nikolai's Avatar
 
Local Time: 16:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,800
Updated, check out in DC's thread with the word file, I chose to update directly there.
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
Nikolai is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:42.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team