Hi Urban Ranger, thanks for the detailed response.
What you say is a problem with an AI constructed by very simple heuristics of the if/then type. I agree that that is a standard for AI now, but that is one of the things I think needs to be discarded to get the next step in AI for civ games. We will certainly have a set of heuristics to suggest good starting strategies, but where we differ from the standard approach is that we then passed several strategies to see which fits better in a given situation. What the Clash AI does is it has a cartoon of the world for each type of strategy any uses the cartoon version, which is based on game parameters, to estimate success of a strategy. Each type of strategy, FE "attack area" to try to take control a given area of the map, has its own cartoon of the world that outlines the big issues involved. It's kind of the way people think about it. This is gone over in great detail in our "AI Plan" document in "AI -- the thread" on the Clash forum. There is a link to that thread in the third post of this thread.
Well, it's back to the books for you! That is in fact a typical way GAs are run for engineering optimizations and other things warrior doing your very best to find the absolute global optimal. This is a GAME and I certainly don't attempt to optimize all my strategies in it, why the heck should the AI? The job of GAs in Clash is to just take stabs in the dark looking for "surprise" approaches, that are different from Clash-standard AI, to make the AI less predictable.
When you can play an optimal game of civ I will worry about it. We are only looking for an entertaining and sometimes surprising AI.
Originally posted by Urban Ranger
That means the AI has to cover all the possibilities. If something is not in the code/database, it doesn't know how to handle it, and goes haywire in all likelihood. But knowing what to expect in the game is directly related to experience, which isn't something a programmer will have when writing the AI routines. You can tell this by all the expert systems in all the 4X games, they are okay, but ultimately they all rely on cheating - breaking the rules.
That means the AI has to cover all the possibilities. If something is not in the code/database, it doesn't know how to handle it, and goes haywire in all likelihood. But knowing what to expect in the game is directly related to experience, which isn't something a programmer will have when writing the AI routines. You can tell this by all the expert systems in all the 4X games, they are okay, but ultimately they all rely on cheating - breaking the rules.
Based on the genetic algorithms I have seen Not a whole lot, mind you, but the point is to have the individuals and an environment. If the individuals are the AI routines, the environment will be an arena with a set of criteria where these routines compete.
I am not 100% sure you cannot run the arena in situ, but you will need to spawn hundreds if not thousands of individuals for thousands of generations. This will be much better handled by a meta-game, i.e., run the arena outside the game itself to do the evolution.
I am not 100% sure you cannot run the arena in situ, but you will need to spawn hundreds if not thousands of individuals for thousands of generations. This will be much better handled by a meta-game, i.e., run the arena outside the game itself to do the evolution.
Well, it's back to the books for you! That is in fact a typical way GAs are run for engineering optimizations and other things warrior doing your very best to find the absolute global optimal. This is a GAME and I certainly don't attempt to optimize all my strategies in it, why the heck should the AI? The job of GAs in Clash is to just take stabs in the dark looking for "surprise" approaches, that are different from Clash-standard AI, to make the AI less predictable.
A drawback of any evolutionary algorithm is that a solution is "better" only in comparison to other, presently known solutions; such an algorithm actually has no concept of an "optimal solution," or any way to test whether a solution is optimal. This is not entire true of Civ.
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