It was mentioned that the (now so-called) AI will reach its maximum skill at the "Normal" level. Above "Normal," advantages are given to computer players so they can play "better." (All quotes are mine.)
This is very disappointing. I had higher hopes for this game.
Perhaps it's because AI is my career, and I believe no game should need to cheat to win (or at least tie). I think the team decided to give up before the job was finished. I don't mean to be harsh.
Maybe I'm alone on this. I'm genuinely interested to know what other people think, no, feel about this situation. Some people care that the physics is modeled correctly, others that black holes look realistic. I care about the...hmm, not sure what to call it...although the term AI is overused today, I hesitate to use it when it applies to what might just be a deterministic set of if...then...else rules, or whatever is being used. It's not like I expected anything like "learning" behavior, but I did expect heuristics and other techniques and algorithms in sufficient quantity and quality to produce the same playing field that real world systems thrive in every day. Why is the bar set low for a game like this?
Is anyone else disappointed?
I am not.
That's all right. I'm sure we will find other things to talk about. Enjoy yourselves, everybody.
I don't know of any A.I. that is capable of keeping up with a human player after a few games, in any game. the more complex the game the harder the A.I. fails in my experience.
This is the same as it was in prior games. The AI is fully enabled at one of the middling levels. At lower levels, some algorithms are disabled and/or penalties are placed on the AI players. At higher levels, they get bonuses. In GC2 we also had an option to allow the AI additional CPU time, so it could plan further ahead or evaluate more possibilities when making decisions (this was independent of difficulty).
Don't assume that just because the AI is fully enabled at 'normal' that any player will be able to beat it trivially. Most players in prior games got plenty of challenge from the levels at which the AI did not receive bonuses.
A lot of the higher level play becomes more about maximizing certain mechanics and imbalances to get ahead. If the AI did the same, folks would probably still say it was cheating by exploiting.
Nope not disappointed at all. I believe Paul said in the stream that the goal for the AI at "normal" would basically be performing to it's full potential. That means playing as smart as they can make it play, with the skills and resources the devs have. With a game having as many variables as Gal Civ 3 has, it would be an incredibly daunting time consuming and expensive task to create an AI that could come anywhere close to a moderately intelligent and experienced gamer. I mean we are talking about a game that far far far surpasses chess in it's complexity and number of variables, so it would take a computer AI vastly more powerful than the one's that have been made that can beat human chess players.
So when the devs say that "normal" difficulty is going to be about as smart as they can get the AI, that means this is about the best they can do for an AI with the amount of time and resources they have available. I won't fault anybody, or be disappointed with them, for giving me their best effort. And they know that their best effort is probably going to fall short of providing a long term challenge for some (or perhaps many) of the people that will be playing their game. So they offer levels beyond "normal" difficulty where yes indeed the game does cheat a bit, just to add that extra bit of challenge for those that want it.
So nope, I am not disappointed at all.
The OP is absolutely entitled to his opinion. Here's mine.
The fundamental reason that chess programs have great AI is that the game is limited in the number of possible moves. Thus, a "brute force" examination up to several turns is possible. It seems to me that a computer being allowed to do that kind of analysis is a kind of cheating in the same sense as has been used in this thread. To be sure, the best programs that can beat grandmasters also have a ton of optimizing so that this "brute force" kind of examination is restricted to certain lines of play, but still.
Some will argue that Civ 4 BTS is the best turn based 4x ever. I have seen a lot of replays (hosted on civ fanatics) and I don't remember any outcry about the enormous advantages that the AI gets at higher levels.
Ok, so short answer, I am not disappointed. Of course, playing on normal, I suspect, is going to be rough.
In answer to your question Blue, No I am not disappointed at all. See the dev post above for the reason why. I have played GC II with multi core use set to maximum and it will out play you several turns ahead of you in planning.
I'm not sure where to start. The question exists, of course. And, no, the AI doesn't learn from you every (or even a single) game. And, although I cannot be sure at this time, the kind of mods possible are not likely to include any kind of sophisticated AI work, but instead most likely manually tweaking values and parameters and similar things. This is pure speculation, and I will try to remember to backtrack when the day comes we can prove otherwise. I would be happy to be mistaken about this. We'll see. But I'll put you down as "Undecided."
Naw man. I love drinking the Kool-aid.
I should have put in some links to other forums the devs made about the AI. Then you could see what was announced a few months ago. The AI will take ship designs, strategies, research patterns and whatever processing power your computer has to beat you, ans all from other users as well that participate. That does make the AI smarter than its code because it uses part of the human intelligence to make itself better. I have faith that the AI will be a formidable threat and be able to win as many as it loses.
If I were you id be more concerned with the AI cheating by taking our designs.
DARCA "_;
Hello Math King,
I don't think I'm confused. You're using "Normal" as a marketing term. New improved! Normal is now Maximum! (That's supposed to sound like a laundry detergent commercial. It's not meant to sound mocking.) I said I am disappointed, because the highest level of play requires giving the computer advantages. I wondered if anyone else was also disappointed. This is interesting to me from a psycho-sociological perspective.
Correct me if I'm wrong, please, but you are saying that you always expect a game to have higher levels of play where the computer is given advantages. I want to thank you for answering my question.
Hi peregrine23,
Thank you for that. Let me modify my question. Do you expect new games to always have higher levels of play that require computer players to receive special advantages? Essentially, that's what I'm trying to learn.
Hello admiralWillyWilber,
Thank you for answering my question, it doesn't necessarily imply that you're disappointed, but I get your drift.
Hello Yeller123,
Thank you for sharing that perspective. It is insightful. Correct me if I mis-characterize your opinion, but it would seem you expect higher levels of play to include computer-only aides, and so no disappointment.
Hello eviator,
Thank you for answering the question, I am grateful.
Hello AlLanMandragoran
Thank you kindly for responding!
There will be different opinions on this but I'm going to have to disagree with OP. I do have programming experience with C++/Java/Delphi but I don't do AI. I think trying to scale the AI with difficulty is going to be a huge waste of development time that could be better spent making the AI as intelligent as possible.
Well asked and deserves an answer...
I don't think we are anywhere near achieving truly competitive AI on the level of game complexity we are talking about here. I think you are going to need a couple of technical revolutions in both hardware and software before we get even close. Until then, handicapping is the best we can do to accommodate players of differing skill level, both those that need an easier experience and those that need a challenge.
As things progress, it will be possible to set up things that get closer and closer, or at least more convincingly simulating that progress. GalCiv has an earned reputation for AI because it simulated clever play better than many programs, especially with the resources it used. What we are seeing is Stardock's attempt at achieving a next step in a game playing engine. They have some brave ideas, it seems, and I am excited. I am convinced that gaming will somehow be the true driving force behind AI research. If nothing else, gamers want it so badly. This isn't AI research, though. This is game playing research. They can look the same. That's half the point of a game play engine. But they aren't the same. It is all computer illusion. Let yourself be convinced. You will have more fun..
Hello kryo,
First, thank you for your response. I like the way you put it, "the AI is fully enabled at 'normal'", if you'll forgive the out-of-context quote, please. My question is trying to get at something I think is interesting at a social level. It only dawned on me when I wondered if, and now using your superior phrasing, and my own lessons learned, , if people expect the higher levels of computer game play above where the AI is fully enabled to require certain advantages.
As a society, we've experienced quite a growth in what are labelled "smart" computer activities in the real world. From computers beating world-class chess players, to public autonomous vehicles in a few years (maybe), and so forth, a lot of rapid progress was made recently. Only some of it comes from faster chips and cheaper memory and special hardware architecture. A substantial part of that progress relies on algorithms that actually work better the more data thrown at them, or which work well in cooperative, or parallel, distributed environments.
Yet, at the same time it seems people have lower expectations for certain systems. Games are certainly complex, and the difficulty in playing them well mustn't be downplayed. Game playing was a rich source for a lot of computer science work. And one reason is because a game provides a set of rules and a controlled environment. Computers have worked their way up the chain. No human can be the best checkers program. Eventually, chess fell. And then poker.
A car that can tool around town and on the freeways is an amazing accomplishment. The real-world is a dangerous, unpredictable, complicated place. Poker, a game where one plays the person across from them as much as the cards dealt, is quite a test of what a computer can do, even though it takes place in an environment controlled by rules.
That sparked the question. Do people expect the higher levels of computer game play (those above where the AI is fully enabled) to require certain advantages?
I'm not trying to get at anything else with this question. It isn't an indictment of any company or development team or quality of a game, nor does it imply anything about the level of play of the fully enabled AI, either terrific or poor.
It's simply about what the the GalCivIII gestalt expects.
Hello,
I'm not interested in debating that. It's irrelevant. I'm just interested to know what people expect(ed).
Hello erischild,
Thank you for your answer. It is much appreciated. One thing I've learned in the answers is that an individual's experience with all-things-computer, including playing other games, helps shape their expectation for GalCivIII. One specific area is the individual's assessment of the state of AI. It would seem this influences expectations for the game, and in both ways. That's a wonderful revelation.
You also raised an interesting point about a past game that "simulated clever play". Another poster also mentioned that there is more to a good computer AI than winning. Simulating a human playing GalCivIII, or just winning at GalCivIII? I would agree, those are two different things but with huge overlap. I think the former is probably more difficult.
Thank you, aerez4546, much appreciated.
Hello DARCA1213,
Thanks, the laugh is appreciated.
Hello Larsenex,
Thank you kindly for your reply, it is appreciated.
Hello Bamdorf,
Thank you for your answer, I am indebted.
I'll bet you'd like Claude Shannon's chess papers from the fifties and early sixties. There are more board positions in chess than there are atoms in the universe. One interesting note for you Bamdorf, I hope: did you know that chess has a single optimal path? Pretty mind-blowing, considering.
Human players at the highest level look ahead 11 to 20 plies. "Brute force" search is required but is not sufficient for a computer World Champion. As for cheating, both humans and computers "memorize" many chess "book" openings. After that, it's well understood computers play chess differently than a human, but similarities must exist of course. For example, it is cheating if either a human or computer player gets outside help. A human can evaluate about 2 nodes in a move tree, whereas Deep Blue did about 200 million. All computers know the optimum way to evaluate a move tree, yet not all computers play top level chess. Clearly there is more going on than brute force search.
Many (non-chess) solutions today use a combination of techniques to achieve what they do. And many of the most important algorithms in use today actually work better at predicting human behavior the more data points there are. And it can be done without taking a performance hit. Brute force is dead as a dodo. Lot's of data is actually a good thing. Which is why we get to use so much free software and phone apps.
And I agree with you that Civ 4 is/was a great game.
Blue_Oyster, multiquote is your friend.
Anyway, the idea of computer opponents getting benefits does indeed irk some. But it is also, as that link shows, very very very standard. If only because bulilding really "smart" AIs without the resources (both in money and physical materials) of places like IBM is more than a little impractical. Shipping a game as "smart" as Watson to run on a laptop might be a tad hard.
Thus the compromise that must be made in most cases. How irksome it is really depends on the individual person.
Hi back,
Let me be a little clearer if I can. I am a bit under the weather today so who knows (better half says what's the difference, lol). Please understand that I am aware that you probably know most of this, but whatever.
A computer plays chess by building move trees and assigning values to positions. The important development over the last, oh, say 15 years or is in the position evaluation and the methods of deciding when to abandon a particular line. Human grandmasters play by looking, sometimes, quite deep into a move tree, but only for a very few lines (1 or 2 maybe). They have a algorithm also that is quite good for deciding what lines to think about. That algorithm doesn't work for computers. They can look at a lot more lines, however.
But what I was trying to get at is the very method of making a chess program play well won't work at all for a 4x game. It is true that the number of positions to evaluate grows incredibly fast (in chess) as one looks more moves into the possibilities. So you need a fast computer to look several moves deep. But the number of possibilites for a 4x game is enormously larger, and trying to assign position values would be hopeless. So the approach is qualitatively different perforce. The fact that a computer program can pay world class chess isn't necessarily applicable. That's what I was trying to get at. It would be of great interest to know more about how this problem is approached in a 4x game, but I think that this is an area where we might find game companies not in a sharing mood. Don't know for sure, though. I have read many game company representatives talking about AI but generally in a very vague manner. If you have any links I would be grateful. Understandable that details might not be available, I think; it's a competitive marketplace. Maybe we should put the question in a live stream.
I was around in the 60s when I was a fair (Not good!) tournament player and most chess players figured they would never see a computer beat a grandmaster. Shows what we knew. It was precisely this problem of having to evaluate a gazillion positions that was one of two problems I saw. The second is that so much of what a good player does to evaluate a position didn't seem like it would translate to a computer. Oh well. The computer has to have a game or situation where it can feasibly roll out positions to evaluate. The problem is drastically more difficult here, it seems to me. A chess player might be pondering which of 20 possible moves to make (and ruling out 17 or 18 in a flash); in a Galciv3 program I might have hundreds of pieces (ships, colonies, etc.) to work with, most of which have quite a lot of possible moves. Course, I could be wrong; I was about chess.
Now there is a different question: would I LIKE to see the AI "not cheat" and play at a level that would challenge experts, if that were possible. Have to think about that one. It's interesting that chess programs can beat world champions but it has nothing much to do with me, as my player rating was roughly 800 points lower that these people/machines (translation --- I would be road kill). Sigh. I am never going to be an "expert" GalCiv3 player. I am probably going to be normal. Hmmm, better half might be interested to know that!
Anyway, it is nice to think a little bit about chess after so many years (thanks for mentioning it). I didn't have the time to keep playing seriously (family, job) and now that I do, I don't have the stamina. But turn based 4x games work beautifully; no time pressure stress.
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