Re: Understanding Firaxis's programmers.
I agree and disagree. I believe Civ III is a relatively simple game especially when compared to chess. I am a novice player (only three months in). I taught my 14 year-old nephew how to play a half-decent game of Civ III in a day. He was struggling on Warlord difficulty and now can crush Regent difficulty consistently. There is little chance that a three month chess player can play a decent game, much less teach someone else. Even a great chess coach would have a hard time teaching a novice player how to play a half-decent game of chess in a day.
Looking at the number of pieces and the size of the map frames the problem in a difficult way. I prefer to look at what the computer can do easily and build upon that.
I agree with the Rock, Scissors, Paper element of Civ III. Good point.
The Civ III AI is decent. It can beat 20% of casual players. Look at the many threads from players wanting basic help. I believe with a doubling or tripling of AI resources, Firaxis could get the AI up another 20% to beat about 40% of players. Unfortunately, marketing would likely veto such a budgeting decision. Many humans do not want a better AI. They find it frustrating and makes them want to toss the CD in the garbage.
No publisher is going to sign up for higher costs and fewer customers. I believe the AI problem is primarily a matter of marketing and budgeting. With enough resources, I am sure Firaxis could come up with a good AI. Good defined as an AI that can beat 80% of casual players on an even playing field. However, the overall budget might be 50% higher (maybe 10x or 20x more for AI) and the customer base 20% smaller.
Originally posted by Spectator
Posted by Nathan on another forum and I re-used it to make a point
Civ 3 is a complex game. How complex? Compare it with chess, which itself was a tough nut for AI design teams to crack.
...
Further, a game like Civ 3 has a huge "rock, scissors, paper" element in which a strategy that works great against an opponent who plays one way can be awful if the other side makes different choices.
...
I very much hope Firaxis keeps working to improve the Civ 3 AI. But anyone who expects an AI that can even stay within shouting distance of a top human player in a game as complex as Civ 3 without a lot of advantages is being unrealistic.
Nathan
Posted by Nathan on another forum and I re-used it to make a point
Civ 3 is a complex game. How complex? Compare it with chess, which itself was a tough nut for AI design teams to crack.
...
Further, a game like Civ 3 has a huge "rock, scissors, paper" element in which a strategy that works great against an opponent who plays one way can be awful if the other side makes different choices.
...
I very much hope Firaxis keeps working to improve the Civ 3 AI. But anyone who expects an AI that can even stay within shouting distance of a top human player in a game as complex as Civ 3 without a lot of advantages is being unrealistic.
Nathan
Looking at the number of pieces and the size of the map frames the problem in a difficult way. I prefer to look at what the computer can do easily and build upon that.
I agree with the Rock, Scissors, Paper element of Civ III. Good point.
The Civ III AI is decent. It can beat 20% of casual players. Look at the many threads from players wanting basic help. I believe with a doubling or tripling of AI resources, Firaxis could get the AI up another 20% to beat about 40% of players. Unfortunately, marketing would likely veto such a budgeting decision. Many humans do not want a better AI. They find it frustrating and makes them want to toss the CD in the garbage.
No publisher is going to sign up for higher costs and fewer customers. I believe the AI problem is primarily a matter of marketing and budgeting. With enough resources, I am sure Firaxis could come up with a good AI. Good defined as an AI that can beat 80% of casual players on an even playing field. However, the overall budget might be 50% higher (maybe 10x or 20x more for AI) and the customer base 20% smaller.
Comment