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  • #16
    I don't want the AI outright cheating, but I don't mind handicaps, such as higher build costs or higher research costs. Free wonders, maps etc is a no-no.

    The AI has to play by the rules.
    One day Canada will rule the world, and then we'll all be sorry.

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    • #17
      We need to distinguish between cheating and giving the AI an advantage whether it be fair or unfair.

      Here are some examples of CHEATING in civ2.

      * I had a screen of phalanxes posted at a choke point to give me advance warning of any approaching enemies. The AI, however spawned new enemy units out of thin air between my screen and my cities!!!

      * I built a city on an new continent. The bad guys rolled up almost immediately and took it off me. It was now a size 1 city. The very next turn Magellans Expedition appeared in this city!!!!

      * I was about to capture a city which I had surrounded. Unfortunately all my units had attacked and there was no unit available to occupy the city. Since only one unit can be built in a city in any given turn this should not be a problem. When I attacked the next turn there were FOUR units in the city!

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      • #18
        Although I don't think it will be neccesary for the AI to have an advantage the AI should only receive an advantage and not the capability to cheat. If the AI needs to gain three production from a forest (without any modifications/variables in the forest) to be competitive then that's fine. If the AI needs to be able to have unlimited refueling capabilities on it's planes than this is unacceptable. The AI should gain a slight advantage that can't neccesarily hurt you like unlimited refueling by planes can.
        However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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        • #19
          What I would like to see is some cheating done in a way that is not obvious. For example, I made an AI script for Age of Kings and in it I allowed the AI to know exactly what units and how many of them each opponent had. However, this information was used in such a way that made it appear somewhat intelligent, rather than like cheating. Instead of always using this information to its advantage, it would only sometimes use it to advantage, simulating scouting by a good human player. This is what I'm hoping for.

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          • #20
            Originally posted by Mister Pleasant
            If you really feel that way, Urban Ranger, why aren't you worshiping at the altar of WesW? Sounds like another CTP concept to me . . .
            Why should I? The concept has been around for ages, ever since the original Core War.

            What? Never heard of it?
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

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            • #21
              Originally posted by star mouse
              Some AI cheating is inevitable. Without it, it would be difficult to manage levels of difficulty. One AI cheat that will almost certainly be present is AI's needing fewer shields to build improvements or train troops at higher difficulty levels. Another cheat you will see is the AI having information that you lack such as the location of your civilization. These are necessary to make the game challenging. Would you rather have a challenging AI with a few innocuous cheats, or a weak AI that makes you lose interest in the game after a few weeks?
              I don't see why computer players that don't cheat are automatically weak. It is taken for granted by a great number of people, yet I see no argument for it. I have made many suggestions on how to deal with the situation before so I'm not going to repeat myself, but let me assure you that this assumption is wrong.

              Granted, computer players are not going to be as good as the expert players for a long time to come, but they are not necessarily weak.
              (\__/) 07/07/1937 - Never forget
              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
              (")_(") "Starting the fire from within."

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              • #22
                going to war is harder with cheating than the space race ( which the enemy is crap at in some ways) like yesterday i had my units in a formation so noone can get through cos of Z.O.C. then right in the middle a load of tanks beat my mech infanytry up! and also after a nuke all the units are dead and i'm gouing to take over the city then more tanks smarm over me!
                Just my 2p.
                Which is more than a 2 cents, about one cent more.
                Which shows you learn something every day.
                formerlyanon@hotmail.com

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                • #23
                  If the AI has to cheat to have a chance, let it cheat!!
                  Rome rules

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                  • #24
                    The AI should not need to cheat, if the AI is any good it should be able to compete on a even keel. and not need cheats to make it stronger. But I do also believe that we need a strange AI. If anything like the AI in CTPII, the game is doomed.
                    I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

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                    • #25
                      Originally posted by The Viceroy
                      I would though ask Sid to consider Neural nets in some future project, as it needs to have a proven track record before being accepted into the world of CIV. You can provide a rule based AI as a base, and then program for experience .. allowing the AI to learn ... it is then possible to save AI knowledge .. the best players of Civ will have produced the hardest AI's (most learned).. and these can be placed on Apolyton to challenge us all.
                      A neural network is not necessary for better AI routines in games such as civ. A good positional evalution algorithm will be a big help. Heuristic algorithms are definite possibilities, though I doubt any Firaxis programmers are trained in AI.
                      (\__/) 07/07/1937 - Never forget
                      (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                      (")_(") "Starting the fire from within."

                      Comment


                      • #26
                        Originally posted by Urban Ranger
                        A good way to make better computer players is to make the AI routines programmable by players.
                        And you think you are smarter then the programmers at Firaxis
                        Creator of the Civ3MultiTool

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                        • #27
                          Playing a game for a year or more is bound to reveal many insights that weren't apparent in the beginning. I remember reading that some of the programmers were quite surprised when they read on these forums what players had been doing. The best strategies are developed after EXTENSIVE playing. Just read some early Civ2 strategy guides (which touted the necessity of the Great Library yet said nothing of ICS) to convince yourself of this. Any Civ3 AI build now cannot beat a decent human player a year from now.

                          For the above reason, Civ3 must give the AI some advantages (eg. production) at higher levels to hope to challenge us a year from now.

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                          • #28
                            Originally posted by Edward
                            Playing a game for a year or more is bound to reveal many insights that weren't apparent in the beginning. I remember reading that some of the programmers were quite surprised when they read on these forums what players had been doing. The best strategies are developed after EXTENSIVE playing. Just read some early Civ2 strategy guides (which touted the necessity of the Great Library yet said nothing of ICS) to convince yourself of this. Any Civ3 AI build now cannot beat a decent human player a year from now.

                            For the above reason, Civ3 must give the AI some advantages (eg. production) at higher levels to hope to challenge us a year from now.
                            What says that they can't add a patch to upgrade the AI if we find any situations it can't handle.
                            Creator of the Civ3MultiTool

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                            • #29
                              wot about a AI diffuculty level which isnt easyest where U get advantage, and next up where AI do. and a option for no cheating but on hard you are handicapped instead.
                              i'ts cos on all civ games there is a big jump from easy to the one where AI cheat, i think it is next up the settings
                              Just my 2p.
                              Which is more than a 2 cents, about one cent more.
                              Which shows you learn something every day.
                              formerlyanon@hotmail.com

                              Comment


                              • #30
                                I hate AI cheatings, but sometimes is the only way to play a challenging game.

                                But there are different kinds of cheatings, some worse than others. P.e. In Imperialism 2 (and 1) the AI allways know your weaker province, and allways attacks it with the stricly necesary units number. That´s really frustration.

                                AI cheating must be those who give AI some material advantage: cheaper units, money bonus, ... But NEVER those afecting to game information (p.e. to build the wonder you are about to finish in 2 turns...). I also hate when all the AI civs unite against you, or when you foreign relationships collapse without cause. If not, you feel like if you were playing against a God.

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