I think that Daniel and Colorme are to some extent talking at cross purposes about those settings in DiffDB. For what it's worth here's my take on them. It's easiest to start with a specific example so consider gold adjustment on impossible level, but restricted to the ancient age:
Taken from DiffDB (Impossible)
----------------------------------------------------
AI_MIN_BEHIND_PERCENT 1.8
AI_MAX_BEHIND_PERCENT 0.8
AI_MIN_AHEAD_PERCENT 2.0
AI_MAX_AHEAD_PERCENT 3.0
AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0
AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.5
AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0
AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.9
----------------------------------------------------
If you graph this data I believe you get:
--------------------------------------------------------------------------------
max behind adj 1.5 I x0
I *
I *
I *
min behind adj 1 I x 1 - - - - - - - - x2
=min ahead adj I *
I *
max ahead adj .9 I x3 - - - - - - - -
I
Gold Adjustment I
Ancient Age I __________________________________________________ _____ _______
.8 1 .8 2 3
Factory Settings max_behind min_behind min_ahead max_ahead
--------------------------------------------------------------------------------
The programmer's comment is not exactly translucent:
# note: scale values linearly between max-min when amount
# behind/ahead are between min-max
but I tend to aggree with Colorme that it means "Put the stars in where I just did". So Colorme is right in maintaining that in this example when the AI is less than 1.8 times as strong as the human it gets helped. Note though that when it is more than twice as strong as the human it gets penalized and bear in mind that this is Impossible level. On easier settings the above line is, roughly speaking, shifted upwards and to the left.
However, I believe that Daniel's original point concerned the situation in which the AI is treated as equal to the human: the horizontal line joining x1 and x2 above. It's true that in this example there's not a lot in it; but surely Daniel's point is valid: no civ-type AI can compete with a really determined human player. So consider his settings:
--------------------------------------------------------------------------------
max behind adj 1.5 I x
I *
I *
I *
min behind adj 1.1 I x
I *
I *
max ahead adj 1 I x - - - - - - - -
=min ahead adj I
Gold Adjustment I
Ancient Age I __________________________________________________ _
.8 1 .8 2 3
Daniel's max_behind min_behind min_ahead max_ahead
AI to Human ranking
--------------------------------------------------------------------------------
Here, unless the AI is more than twice as strong as the human it gets helped; and the further (relatively) "behind" it is the more help it gets. It's not treated as being equal to the human until it's at least twice as strong as the human. This is surely a better way of doing it and may go a little way to solving Harlan's problem:
--------------------------------------------------------------------------------
The problem with CTP1 was if you could survive long enough, the game eventually became a cakewalk. Whereas the game should be the other way: not too hard to survive initially, but the longer the game goes on, the greater the challenges.
--------------------------------------------------------------------------------
Of course you can argue that the existing settings do more or less the same thing but Daniel is right in maintaining that they don't do it enough. Clearly, there's a lot of room for experimentation here.
EDIT: BAH! Why can't I get this thing to re-produce graphs?
Taken from DiffDB (Impossible)
----------------------------------------------------
AI_MIN_BEHIND_PERCENT 1.8
AI_MAX_BEHIND_PERCENT 0.8
AI_MIN_AHEAD_PERCENT 2.0
AI_MAX_AHEAD_PERCENT 3.0
AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0
AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.5
AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0
AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.9
----------------------------------------------------
If you graph this data I believe you get:
--------------------------------------------------------------------------------
max behind adj 1.5 I x0
I *
I *
I *
min behind adj 1 I x 1 - - - - - - - - x2
=min ahead adj I *
I *
max ahead adj .9 I x3 - - - - - - - -
I
Gold Adjustment I
Ancient Age I __________________________________________________ _____ _______
.8 1 .8 2 3
Factory Settings max_behind min_behind min_ahead max_ahead
--------------------------------------------------------------------------------
The programmer's comment is not exactly translucent:
# note: scale values linearly between max-min when amount
# behind/ahead are between min-max
but I tend to aggree with Colorme that it means "Put the stars in where I just did". So Colorme is right in maintaining that in this example when the AI is less than 1.8 times as strong as the human it gets helped. Note though that when it is more than twice as strong as the human it gets penalized and bear in mind that this is Impossible level. On easier settings the above line is, roughly speaking, shifted upwards and to the left.
However, I believe that Daniel's original point concerned the situation in which the AI is treated as equal to the human: the horizontal line joining x1 and x2 above. It's true that in this example there's not a lot in it; but surely Daniel's point is valid: no civ-type AI can compete with a really determined human player. So consider his settings:
--------------------------------------------------------------------------------
max behind adj 1.5 I x
I *
I *
I *
min behind adj 1.1 I x
I *
I *
max ahead adj 1 I x - - - - - - - -
=min ahead adj I
Gold Adjustment I
Ancient Age I __________________________________________________ _
.8 1 .8 2 3
Daniel's max_behind min_behind min_ahead max_ahead
AI to Human ranking
--------------------------------------------------------------------------------
Here, unless the AI is more than twice as strong as the human it gets helped; and the further (relatively) "behind" it is the more help it gets. It's not treated as being equal to the human until it's at least twice as strong as the human. This is surely a better way of doing it and may go a little way to solving Harlan's problem:
--------------------------------------------------------------------------------
The problem with CTP1 was if you could survive long enough, the game eventually became a cakewalk. Whereas the game should be the other way: not too hard to survive initially, but the longer the game goes on, the greater the challenges.
--------------------------------------------------------------------------------
Of course you can argue that the existing settings do more or less the same thing but Daniel is right in maintaining that they don't do it enough. Clearly, there's a lot of room for experimentation here.
EDIT: BAH! Why can't I get this thing to re-produce graphs?
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