In the series Civ1 - Civ2 - SMAC(X) - Civ3 (CtP2 as a bad joke, haven't played CivCtP) I got the impression that up to SMAC(X) the possibilities for the player increased, and the AI got correspondingly weaker. Civ3 seems to counteract not by telling the AI how to exploit more of the game mechanics but by limiting the possibilities of the (human) player. This automatically makes the AI tougher. As to my part I enjoy the wealth of possibilities of SMAC(X), and regret the step back in Civ3 (for me, it plays almost like Civ1).
It is quite easy to implement features into the game. But it is much harder and consumes more time and ressources to teach the AI how to use them. It would be even more difficult to implement an AI which is able to learn new tricks in the game, given the rules.
So, for a forseeable future, I think we (or the game producers) are left with the choice to either have a strong AI or to have a vast variety of possibilities and strategies in the game, with a relatively weak AI (at least if the AI doesn't cheat one or the other way). Personally, I would definitely choose the latter possibility of more flexibility. The problem of the weak AI could be alleviated by offering a flexible programming interface (the only good innovation by CtP2).
It is quite easy to implement features into the game. But it is much harder and consumes more time and ressources to teach the AI how to use them. It would be even more difficult to implement an AI which is able to learn new tricks in the game, given the rules.
So, for a forseeable future, I think we (or the game producers) are left with the choice to either have a strong AI or to have a vast variety of possibilities and strategies in the game, with a relatively weak AI (at least if the AI doesn't cheat one or the other way). Personally, I would definitely choose the latter possibility of more flexibility. The problem of the weak AI could be alleviated by offering a flexible programming interface (the only good innovation by CtP2).
Comment