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Old February 19, 2001, 23:42   #1
Dale
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My modified thoughts on AI and games
Hiya folks. I had some thoughts on the weekend about AI's and games and thought I'd share them to see how you guys feel about it.

Basically, I came to the conclusion that the AI in CTP2 is not really that bad. I mean, it does what it was programmed/designed to do. It does use all of its options that it has available strategically. Actually, after thinking about the CTP2 AI I'd hate to be playing it as my first ever TBS 4X game. I've been playing games since 1980, predominately high-end strategic, TBS empire-builders, war games and even RPG's. Now all of these games require at the least an adequate AI to make the game playable. How is an AI adequate? I think we can break that down into these areas: a) an AI needs to be able to think high-end strategy (the future/overall picture), nationalised strategy (attack/defense fronts/national modifiers), and localised strategy (city/unit level). This looks easy to do on paper, and because humans minds are attuned to thinking on all three levels at the same time, but what of a PC? Each single and individual command is another line of code. To set values is a line. To compare is a line. How many lines would be needed? Also, you must remember that each line of code takes CPU clock cycles. Sure, a clock cycle is measured in milliseconds/picoseconds, but we're talking about thousands of clock cycles to process here. For an AI to make an informed decision it needs to have up-to-date info which means processing as much current data as possible (and even past data as the case requires) BEFORE it'll even start to think about what it'll do next. The gaming world is demanding faster and better AI in games. Well, using all the above logic (who's going to dare say I'm wrong there ) contradicts this. To make a better AI we need to process more CPU clock-cycles. But processors are getting better and faster. This is where my thoughts led me to a debate question:

After many years of playing games which utilise an AI, does a gamers strategic thinking increase faster than the progression of processors and consequently AI adequateness?

My answer is YES. Quite simply, by looking over the last 5 years of strategy games, I've never really had a problem in defeating an AI. Sure, I may get beaten for a few games, then start winning and end up winning every game on the top level.

My conclusion is that I'd hate to be playing CTP2 as my first ever TBS 4X game, as I believe the AI would in fact be pretty hard. Which is why we occaisionally see posts from CTP2'ers who are being beaten by the AI on the less-than very hard levels.

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Old February 20, 2001, 07:12   #2
Tusky
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Hear hear Dale.
I don't have quite the length of experience you do, but I remeber cutting my teeth on Kampfgruppe on my C64 back in the mists of time.

The human ability to react, change tactics and have several different options available is something the AI programming isn't able to compete with right now.

How often in Civ-genre games have you tied an enemy down on one of their borders and got them funneling units to the front like mad, and then crushed them with a tank-based army hitting them from behind ?

Is the Frenzy AI mod worth having ?
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Old March 1, 2001, 01:22   #3
Kinjiru
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Along similiar lines, I believe it is due to the popularity of forums like this one that we will never (or at least for the next 6-10 years) see an AI that we, as hardcore gamers, are happy with.

Players get together on boards like this to share thoughts, tactics, strategies. We have the benefit of learning from everyone else that is playing the game. We adapt at an exponential pace. The best an AI can do is 'adapt' to one player's tactics.

Game companies could look at these kind of forums and then change the AI routines, but no company would keep spending the money required to do so. The game has been released and that is pretty much it.

The only place we might see some change on this front is in the massively multiplayer on-line games. In that situation, the game company is constantly monitoring and changing the game. Adapting the AI to the emerging player strategies might happen there. In the offline world, though , I fear that we are pretty much out-of-luck.

We are very fortunate that the developers are willing to support the mod community for that is where constant innovation on existing games will come from. The best we can hope for is that developers take it even further and put the AI engine in an easily modifable format.
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Old March 2, 2001, 04:40   #4
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I'm not sure about the technical aspects of what you guys are saying, but from the perspective of a regular player, I'd agree pretty much with the statement that the AI isn't very bad.

However, even though I haven't read many of the strategy posts, and I haven't beaten the civ2 and c:ctp AIs at anything beyond 'Prince', I'm still finding that the CtP2 AI is easier to beat. And it isn't that I'm using any fancy strategy, just doing my own thing and attacking cities when they bother me. So there's definitely something lacking here.

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Old March 3, 2001, 03:47   #5
herwin
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quote:

Originally posted by phoenixcager on 03-02-2001 03:40 AM
I'm not sure about the technical aspects of what you guys are saying, but from the perspective of a regular player, I'd agree pretty much with the statement that the AI isn't very bad.

However, even though I haven't read many of the strategy posts, and I haven't beaten the civ2 and c:ctp AIs at anything beyond 'Prince', I'm still finding that the CtP2 AI is easier to beat. And it isn't that I'm using any fancy strategy, just doing my own thing and attacking cities when they bother me. So there's definitely something lacking here.




There are nine words that a reviewer can write that will kill any work of fiction: "I don't care if the hero lives or dies."

The problem with playing CTP2 solitaire is that "After a while waiting for something to happen, I don't care if I win or lose." --It gets awfully boring.
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