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Good AI is Critical for the Next Big Step in Civ Games

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  • #16
    Didn't read the whole post, but the people that don't don't visit these kinds of forums, will have a much harder (fun?) time with for example Civ3 then the rest of us. The AI is good, but the programmer is not playing against 1 person, he doing so against a couple of thousand all sharing their tactics.
    Not to mention that the AI has to be flexible enough to work for all maps and has no idea what to expect, we do.
    We decide which victory options don't fit our playing style and can turn them off if want to.
    We don't like the start, hmm, ok, let's restart.
    etc...

    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

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    • #17
      Originally posted by Mark_Everson
      In principle this can be done, but it would take Forever to converge to a good experiential base for the AI that way using a GA or some similar approach IMO. The problem is designing a suitable objective function. In games where there's only a few decisions and a resolution is quickly reached, you can ascribe an advantage in principle to each move. Or at least you can know that a bundle of say three moves resulted in a win 63% of the time or some such. You can then use this to build crude reasoning based on experience for the AI. The decision space is so vast and nonlinear in a civ-type game that it would IMO take a database of probably tens of thousands of games at a minimum to evolve a decent experience base. YMMV.
      Eloquently put..........and exactly what I meant about computers playing chess. The deterministic nature of the game makes for more implementable objective functions. The decision space, whilst vast, is more suitable for computer analysis.

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      • #18
        Originally posted by jdd2007
        i wish AI wouldnt be so predictable. even if they use the 'best' strategies, its worthless if you know exactly what theyre going to do.
        Making an " unpredictable" AI (e.a that continually will come up with smart strategic/tactical surprises) is a lot harder than making a predictable good one.
        Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.

        Elie A. Shneour Skeptical Inquirer

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        • #19
          I just flat out disagree. The parameter space is far too vast to do the AI this way practically. Given the sizes of the decision spaces for such games it would be forever lurching one way or another due to brave extrapolations based on recent experience. You could do this sort of thing for a few parameters that affect what the AI does, but that's a pale shadow of what you'd like. And it would indeed be very cool if it worked. Maybe in 2025 it'll be practical.

          If it's done intelligently i think it's possible, the decision space can be confined by using parameter ranges instead of using exact parameter values.
          It's true that it will need a lot of games before it is a good AI, but the AI can be trained while beta testing. And first tries with certain parameters don't even have to be bad if there still is a basic Civ AI present.
          <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
          Play Bumps! No, wait, play Slings!

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          • #20
            Lemmy, too many possbilities. The people who program AI just can't imagine every single thing that can happen within a civ game.
            Solver, WePlayCiv Co-Administrator
            Contact: solver-at-weplayciv-dot-com
            I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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            • #21
              He was, I think, referring to previous posts about making AI adaptive.

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              • #22
                He was, I think, referring to previous posts about making AI adaptive.

                Yes, i was. An adaptive AI would be a solutionto the problem that there are too many possibilities for the programmer to see.
                <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                Play Bumps! No, wait, play Slings!

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                • #23
                  Adaptive AI isn't possible to build on our current tech basis, still!
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #24
                    Maybe, maybe not......see Mark's post. I'm not trying to be rude but have you actually read any of the posts in this thread besides your own?

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                    • #25
                      Yup . Actually I never read my own posts... still such an AI is not possible .
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • #26
                        Originally posted by Solver
                        Yup . Actually I never read my own posts... still such an AI is not possible .
                        What problems do you see with it then?
                        <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                        Play Bumps! No, wait, play Slings!

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                        • #27
                          Actually, if it is imposisble, i'd argue that it isn't becuase of our tech, but because of the programmers ability and time.

                          Adaptive AI wouldn't require much processor power, it's basically looking things up, and saving new things. It would require more space, but the space needed can be brought down by an efficient design, for example by not saving all cases, but only the most "important" ones, and keep averages for the remaining cases.
                          <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                          Play Bumps! No, wait, play Slings!

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                          • #28
                            Lemmy, learning AIs are possible, but what do they learn? In a Case-based reasoning example, you need to code a comparison function to compare two cases, and may also need adaptation to adapt the previous solution to the current one.
                            The comparison function would be pretty awful to code in a civ-like game. Additionnally, new situations would arise which would be hard to manage, and CBR produces predictable responses.
                            Now adapting AI is possible within limits if the game has a set of "rules" which can all be adapted (mutated...).
                            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)

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                            • #29
                              The comparison function would be pretty awful to code in a civ-like game. Additionnally, new situations would arise which would be hard to manage, and CBR produces predictable responses.

                              Yeah, i realized that in my latest post, about the programmers ability.
                              Though it would be nice to expirement with it, in a dumbed down version of civ.....Civ3 maybe
                              Very nice actually now that i think about it, since i never programmed an AI before.
                              I'll add it to my list of projects to do...which is growing quite long now
                              <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                              Play Bumps! No, wait, play Slings!

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                              • #30
                                What problems do you see with it then?


                                Not enough knowledge to mimic any real 'learning' patterns.
                                Solver, WePlayCiv Co-Administrator
                                Contact: solver-at-weplayciv-dot-com
                                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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