Again goal-oriented models like this are great to consider, until you get to the point of valuation.
Its simple for an instant... within a certain turn, but when you start introducing time, and evolving situational data into the equation, you start getting problems. Its tricky to assign a value to whether you should build an army and attack to get, say 2 towns, or more beneficial to delay and build up your own cities.
This leads to a whole host of problems including determining reasonable target goals (with infinite possible goals, whats a reasonable army size to aim for and what are reasonable conquest/defense goals, for instance), solving indescision (illustrated in the quoted passage below) and understanding when and how to abort a goal.
"The Civ3 siege model builds an attack stack and sends it to rout a city. The weaker city. A player can cause it to keep changing its mind by ferrying."
Having said that... the concept of victory/strategic/tactical hierachy is probably the best "real" solution. No current AI designs "out there" have solved these issues. I know Clash is going this route, but is better structured this way. Its not solved all these issues yet, either, however.
Civ "decision space" is just to monumental to be able to "solve", completely.
So whats happening at the moment is more and more sophisticated heuristic designs.
CtP1 was interesting in its use of a fuzzy design. It however, used the fuzzy system with largely binary choices, and by all accounts, bad defuzzification, making it essentially heuristic, even if you could extend it yourself.
Its simple for an instant... within a certain turn, but when you start introducing time, and evolving situational data into the equation, you start getting problems. Its tricky to assign a value to whether you should build an army and attack to get, say 2 towns, or more beneficial to delay and build up your own cities.
This leads to a whole host of problems including determining reasonable target goals (with infinite possible goals, whats a reasonable army size to aim for and what are reasonable conquest/defense goals, for instance), solving indescision (illustrated in the quoted passage below) and understanding when and how to abort a goal.
"The Civ3 siege model builds an attack stack and sends it to rout a city. The weaker city. A player can cause it to keep changing its mind by ferrying."
Having said that... the concept of victory/strategic/tactical hierachy is probably the best "real" solution. No current AI designs "out there" have solved these issues. I know Clash is going this route, but is better structured this way. Its not solved all these issues yet, either, however.
Civ "decision space" is just to monumental to be able to "solve", completely.
So whats happening at the moment is more and more sophisticated heuristic designs.
CtP1 was interesting in its use of a fuzzy design. It however, used the fuzzy system with largely binary choices, and by all accounts, bad defuzzification, making it essentially heuristic, even if you could extend it yourself.
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