Hi All, Great discussion.
I don't have Civ3 yet, but if modding can fix (i.e. paper over) some of the AI issues I read about, and annoyances like resource constraints, I'd probably buy it.
Here is something I said recently that ties into the topic here of the AI having no Global perspective. This is one idea how to fix things like attacks where the AI can take a city at the price of whiping out half its army.
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[For an AI plan,] success in each area is determined by global values of objectives that we'd need to determine thru playtesting. But lets say we phrase everyting in terms of Cash. So put bluntly cities and provinces have monetary value, units have value and replacement costs, etc. Things in enemies' hands also have (negative) value to us. With a scaling like this, each plan would produce a value that is basically the sum of the values of objectives attained (and resources depleted). If we want to get sophisticated we can use discounted cash flows to get at the time value of money.
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It is not really rocket science, but I think it can do a lot better than what Civ3 has to offer...
I liked several of the posts here a lot, and was hoping to lure some of you into commenting on the Clash of Civilizations AI spec that we're discussing now. The thing above is a tiny excerpt from it. A couple more fresh-eyes looks at how we are trying to put together an AI that Doesn't do bonehead things could really help us out. If anyone's interested you can go to AI -- the Thread . The discussion wanders a bit, so if you don't have much time you could go to the really long post near the end of the thread, from which I took the snippet above. If you're more interested, there are also links to other AI specs and discussions.
Keep up the good work making the game better thru modding
I don't have Civ3 yet, but if modding can fix (i.e. paper over) some of the AI issues I read about, and annoyances like resource constraints, I'd probably buy it.
Here is something I said recently that ties into the topic here of the AI having no Global perspective. This is one idea how to fix things like attacks where the AI can take a city at the price of whiping out half its army.
-----------
[For an AI plan,] success in each area is determined by global values of objectives that we'd need to determine thru playtesting. But lets say we phrase everyting in terms of Cash. So put bluntly cities and provinces have monetary value, units have value and replacement costs, etc. Things in enemies' hands also have (negative) value to us. With a scaling like this, each plan would produce a value that is basically the sum of the values of objectives attained (and resources depleted). If we want to get sophisticated we can use discounted cash flows to get at the time value of money.
-----------
It is not really rocket science, but I think it can do a lot better than what Civ3 has to offer...
I liked several of the posts here a lot, and was hoping to lure some of you into commenting on the Clash of Civilizations AI spec that we're discussing now. The thing above is a tiny excerpt from it. A couple more fresh-eyes looks at how we are trying to put together an AI that Doesn't do bonehead things could really help us out. If anyone's interested you can go to AI -- the Thread . The discussion wanders a bit, so if you don't have much time you could go to the really long post near the end of the thread, from which I took the snippet above. If you're more interested, there are also links to other AI specs and discussions.
Keep up the good work making the game better thru modding
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