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The “lost interest in continuing playing, then halfway trough the game” phenomena

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  • The “lost interest in continuing playing, then halfway trough the game” phenomena

    About halfway trough playing SMAC (this, perhaps, goes for upcoming CIV3 and CTP2 as well) i take a quick look at how my computer-controlled competitors have developed their cities and city-areas. I always seem to discover the following SAD state-of-affairs (i´m playing at Thinker-level and upwards, by the way):

    1/ I have about TWICE as many city-improvements per city, as any computer-controlled city.

    2/ When i have 2 quality defence-units plus 1-2 fast-moving attack-units garrisoned in each city, the computer-controlled cities, by comparison, have wasted both time and resources producing 6-8+ slow-moving “cost-effective” crap-units per city (many of them wandering around aimlessly).

    I do not ask for a game-AI that matches Kasparov. I do not ask for the Holy Grail.
    I just want an AI that automatically tries to capitalise on any city-improvement-, or any unit-upgrade possibility that an already achieved technology has to offer. Is this too much to ask for?

    The list of suggestions for CIV3 for example, is very impressive – but, if no major AI-changes are made, its gonna be like putting a tiny Volkswagen-engine in a large/heavy Rolls Royce.

  • #2
    You know what, I have noticed this too

    Not much to discuss really, the AI MUST be improved.

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    • #3
      Ralf,

      I totally agree with you, but SMAC is a little example among others. Civ II could be incredibly more imposing with just a solid AI.
      If I have to choose between civIII(and a crapy AI) and an old civII but with a powerfull AI then I surely take the latter.

      Comment


      • #4
        I agree with this completely. The AI must be improved.

        I also think the game becomes boring half way through because you can see who will win very early in the game. The only way to improve this part is to incorporate the Rise and Fall of Great Powers and the Make it Harder for Civs to Last ideas from the IC3 list.
        "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
        - Hans Christian Andersen

        GGS Website

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        • #5
          Somehow rise and fall is a necessity in Civ III. No nation lasts as the dominant nation in the world for more than a couple hundred years. No nation lasts in exsistence for more than a thousand. China was conquered, Rome, Greece, and others. They came back but after being destroyed as a civ in civilization terms.
          About 24,000 people die every day from hunger or hunger-related causes. With a simple click daily at the Hunger Site you can provide food for those who need it.

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          • #6
            If the AI was improved the game would be able to pose as an effective challenge in it's own right without the player having to place limitations on themselves in an attempt to keep the game challenging.

            Comment


            • #7
              That was why I did not follow up with my initial CivIII Fix: Better AI. I think the two ideas of Making it harder for Civs to last, and Rise and Fall would be enough of a challenge since the burden would be placed on the human players.

              Comment


              • #8
                It's very hard to make the AI play really well. Other than opening the API and letting hundreds of players try to improve (the best approach), I suggest an idea that came out of the ToT fantasy game:

                In ToT, you can define units and then only let some tribes build them. This means that in the fantasy game, you can choose to play, say, the elves, and then modify the capabilities of units you CANNOT build to make AI tribes much stronger. They will give you a run for your money this way.

                you can also fiddle with the tech tree to make sure that early in the game, the AI will have to build the units you most fear: those fast moving attackers.

                (The Infidel tribe in the fantasy game does this already, and the AI handles their aggressive, early attacks moderately well.)

                CIV 3 better preserve this idea of units that only some tribes may build or own.

                - toby


                ------------------
                toby robison
                criticalpaths@mindspring.com
                toby robison
                criticalpaths@mindspring.com

                Comment


                • #9
                  I know this is off-topic now, but no civ should have pre-defined characteristics for a human player. Any 'specialised' units should be evolved from the choices the player makes with government, leadership style, or with their terrain.

                  Giving civs pre-defined qualities or units only leads to unbalance. I should have to shape my own civ, not have it shaped for me because I chose Japanese, and therefore get Samurai.

                  Sorry to diverge.

                  - MKL
                  - mkl

                  Comment


                  • #10
                    On improved AI.

                    There are several ways of improving the AI in civ type games. One of the simplest to redesign which part of the AI makes which decisins. (All opinions on AI moves from here on come from (perhaps faulty) reverse engineering from how it looks.)
                    In smac it looks like the lil formers themselves make decisions on what next to build when on auto-improve. This sucks. Cities should place orders with nearby formers for improvements. (Thus the city would actually use the improvement too.)

                    AI needs to be alot less nervous. It seems to suffer from a more or less constant nervous breakdown in smac, wasting huge amounts of minerals on constantly changing building ques. This has to be lowered.

                    Attacks could be alot more efficient if attack decisions were given over to a central authority, which deisgned a plan and followed-up on it. (Gathered units, made a feint and then a strike.)

                    AI needs to be easily patchable. Real easily patchable. Like an ai patch every month for a year, constantly adding to gameplay. Hire a guy to improve it for a year, it will pay off. (This is NOT to say that an initially bad AI is excusable.)

                    The AI should be able to analyze human moves and learn from em. If this isn't already slated then it's too late. Maybe for Civ IV. (This could easily be done if users are willing to have pretty huge swap files, and after finished playing let the computer crunch numbers for an additional five minutes. Found good moves and tactics could be sent to a central db and incorporated in downloadable patches. Probably most likely to be seen first for the final assault stages on a city. Easy to see patterns, easy to evaluate. Could also easily be done for city spacing.)

                    Comment


                    • #11
                      I always hated when I got half way through the game and realised that I was definatly going to win and was just going through the motions.
                      "Through the eyes of perfection evolution dies slowly."

                      Comment


                      • #12
                        That's a basic concept: a player enjoy a game when the other player is good enough to make the challenge worthy (fun to win, excusable to lose).

                        "Better AI" is a common statement in every press release of a incoming game.

                        SMAC AI try to react to player move: attack it with lot of planes and it will build units with AAA special, use Mindworms often and it will add Trance instead.

                        But that's (almost) all. No mass attack, often five to ten transport ships wandering without escort nor units aboard. Lot of useless route or Mag tube, not enough proper city development.

                        I (as lot of others) already suggested to try to develop an AI that try to learn some tactics playing against other (Human or not) players. I don't think lot of players can really make good use of open source AI, because I know that programming AI is not an easy task (if really it was, first developers team to make a good AI would sell its game as sweets).

                        I really have more hope into learning and exportable AI. I'm not dreaming of AI that really learn, but of AI that learn to mimic the human player tactics, then use them in advance, not simply reacting.

                        Let's do an example (in SMAC terms, because I'm still playing it). An AI lose three games with a human good player. Playing, it learn that he/she end bulding mainly forests, one borehole for city, one-two defensive units per base, lot of Chaos Rovers, then it stacks them mainly three at a time before attacking a base. No artillery units (useless).

                        Understanding a tactic is not an easy task, but something can be done with some number crunching, IMHO.

                        Next game it will try to counterattack on a similar (mirroring) way. Now I can see you: what's the point playing against myself style? Right, BUT NOW the human player can export on Internet FTP AI site the resulting logic. I can download an AI resembling his/her game style and let it play against me.
                        That will be quite different from my game style, not as good as playing against real human player, still a reasonable compromise if I can't play on-line with the real general

                        Ok, a learning/mimic AI is still not easy, BUT can be done with some success, AFAIK, at least using some player help into the learning process (I'm thinking about what I know of "Creatures" game, may be I'm wrong).

                        A large "downloadable trained AI" site can make wonder on the replayability of game.
                        Firaxis can keep up some "Automated Challenge" where seven different AI play one against the others on a Firaxis Net, until the better players gain better rate (and some extra training, too). It's common in Chess game to let different AI players to fight to help AI programmer to learn better tactics.
                        It could be more difficult still not impossible to make something on this line with CIV AI.


                        ------------------
                        Adm.Naismith AKA mcostant
                        "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
                        - Admiral Naismith

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                        • #13
                          I like the idea of uploading and downloading mimicing AI's. Especially if it would also include it learning what you like and not only mimicing it but also defeating it. If you love using rovers than the AI would set traps for your rovers. I'm not sure the best defense for SMAC for the rovers but the AI would implement it. Then they would hit you with a strong attack that takes advantages of rovers weaknesses.
                          About 24,000 people die every day from hunger or hunger-related causes. With a simple click daily at the Hunger Site you can provide food for those who need it.

                          Comment


                          • #14
                            These little AI files sent to FIRAXIS would have to be compiled into one downloadable file, unless Civ3 accepted an "AI files pool", a folder containing multiple AI files. It would then be able to pick one file for that specific game, or search the files for strategy...

                            Something like that???
                            To be one with the Universe is to be very lonely - John Doe - Datalinks

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                            • #15
                              Ahm...
                              I'm sure I already posted in this thread. but way is may message not here?


                              anyway, what I wanted to say is:
                              Ralf, you're right.

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