Its time for a new round of AI discussions since we're going to try and get the framework going for Demo 6. I'll start this off with a High-Level description of what I have in mind for AI. After that I'll give some links that I think are useful to look over (so I don't always have to say, read thread X
).
Let me give you a very broad-brushstroke view of how I think virtually every level in the AI can work. I believe this approach can work for everything except the top few levels of very broad overall strategy. I have specific models in mind, and/or on paper for virtually all of them, but I don't think going through the specific ones would be of value here. (see Hierarchical AI link below for more detail) Here's how each level of the AI works.
1. Strategy to guide this level comes down from above
2. Rules are used to generate an alternative series of possible best ways to execute the strategy (the number tested depends on processing time). Alternative counter-strategies based on knowledge of the enemy are also formulated (we can cheat on this if absolutely necessary, although I would prefer not to).
3. As much as possible our alternative best strategies are tested against good enemy strategies. This is Not done as a simple mathematical equation, but is rather played out in a simplified world model that we think can capture the Essence of what is important for this level. So it is through simulation, rather than calculation that I hope to capture the interaction of different strategies by competing civs.
4. At this point, if it's required that we stop, we just pick from the best indicated strategies. If there is extra time, there is a large variety of things that can be done. The one that I think is most attractive, is to encode the strategies as as individuals in a population of a genetic algorithm approach. We then pursue more simulations as in 3, but while tweaking the strategies through mutation and crossover. If the rule-based approach can give us any hints as to which are the most productive things to change, the more the better. The chromosomes will not generally contain numbers at all, but contain strategic objects. "Take Berlin", "obtain alliance against the Greeks". A mutation in the strategy might be something like "it would be nice to get an alliance against the Greeks, but it isn't that essential", or "it's Imperative". I'm not sufficiently foolish to think that this approach will very frequently give an answer better than the rule-based approach. However, it has the potential to break the AI out of the rut of always doing "predictable" things.
The hierarchical AI is used to form a bucket brigade for the strategies being considered. The higher strategic thought pours down from "above" (that is the higher level models). We assume in each model that the level above knows what it's doing. Just like the Captain follows the Colonel's orders in an army. However, the Captain knows the situation on the ground, and will occasionally ring up the Colonel and ask them to reconsider if things seem especially ill-advised. When the Captain has done his calculations about how best to achieve the result assigned to him by the Colonel, he then passes his plan down to those below him in the chain of command.
Links:
The Clash AI Web Page has lots of good stuff. Among them are old discussions and some links on AI.
The Hierarchical AI page has more details on the ideas I sketched out above.
The thread preceeding this one isGeneral AI.
And finally there's the Map AI page on the web site.
Ok, lets get this topic cookin'!
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Let me give you a very broad-brushstroke view of how I think virtually every level in the AI can work. I believe this approach can work for everything except the top few levels of very broad overall strategy. I have specific models in mind, and/or on paper for virtually all of them, but I don't think going through the specific ones would be of value here. (see Hierarchical AI link below for more detail) Here's how each level of the AI works.
1. Strategy to guide this level comes down from above
2. Rules are used to generate an alternative series of possible best ways to execute the strategy (the number tested depends on processing time). Alternative counter-strategies based on knowledge of the enemy are also formulated (we can cheat on this if absolutely necessary, although I would prefer not to).
3. As much as possible our alternative best strategies are tested against good enemy strategies. This is Not done as a simple mathematical equation, but is rather played out in a simplified world model that we think can capture the Essence of what is important for this level. So it is through simulation, rather than calculation that I hope to capture the interaction of different strategies by competing civs.
4. At this point, if it's required that we stop, we just pick from the best indicated strategies. If there is extra time, there is a large variety of things that can be done. The one that I think is most attractive, is to encode the strategies as as individuals in a population of a genetic algorithm approach. We then pursue more simulations as in 3, but while tweaking the strategies through mutation and crossover. If the rule-based approach can give us any hints as to which are the most productive things to change, the more the better. The chromosomes will not generally contain numbers at all, but contain strategic objects. "Take Berlin", "obtain alliance against the Greeks". A mutation in the strategy might be something like "it would be nice to get an alliance against the Greeks, but it isn't that essential", or "it's Imperative". I'm not sufficiently foolish to think that this approach will very frequently give an answer better than the rule-based approach. However, it has the potential to break the AI out of the rut of always doing "predictable" things.
The hierarchical AI is used to form a bucket brigade for the strategies being considered. The higher strategic thought pours down from "above" (that is the higher level models). We assume in each model that the level above knows what it's doing. Just like the Captain follows the Colonel's orders in an army. However, the Captain knows the situation on the ground, and will occasionally ring up the Colonel and ask them to reconsider if things seem especially ill-advised. When the Captain has done his calculations about how best to achieve the result assigned to him by the Colonel, he then passes his plan down to those below him in the chain of command.
Links:
The Clash AI Web Page has lots of good stuff. Among them are old discussions and some links on AI.
The Hierarchical AI page has more details on the ideas I sketched out above.
The thread preceeding this one isGeneral AI.
And finally there's the Map AI page on the web site.
Ok, lets get this topic cookin'!
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