Greetings!
I've created a new sub-forum here dedicated to talking about GalCiv III AI. Because of our forum system, active posts here will float up to the top so you can see this post from the main forum too.
A big welcome to GalCiv III fans or future AI game developers!
## AI Background ##
GalCiv III is the first of the GalCiv games where I didn't write the initial AI for. This has turned out to be a good thing, something that we will all benefit from for years. But in this section, we'll talk about what this means.
Unlike the previous GalCiv AI's, this one is data driven. That means most of its intelligence is derived from XML files in the game directory. The team implemented the AI as a huge library of APIs that use this data and make very simple decisions with it. Because the game is 64-bit and because each AI player gets its own thread, there is a huge amount of built in potential to do some amazing stuff.
In late March of 2015, I finished up my main work on Sorcerer King and began to look at the AI for GalCiv III. The primary strengths in the AI are what I just described. However, it has some weaknesses too which revolve mostly around not being very good at PLAYING the game.
To use the Chess metaphor, the GalCiv III AI at the 0.80 level (March 2015) knew how to play the game. It just didn't know how to play it well yet. That's where I came in. My pre-release work consisted on making the AI more skilled in playing actual humans.
If I were to rate the GalCiv AIs over the years, and this rating changes a bit based on how I"m feeling that day I'd rate them as follows where 1 is brain dead and 10 is the absolute best AI a game can have.
GalCiv OS/2: 8
GalCiv I for Windows: 7
GalCiv II: Dread Lords: 6
GalCiv II: Dark Avatar: 8
GalCiv II: Twilight 7
GalCiv III: 1.0: 6
## AI Expectations ##
Anyone who has had to deal with me on forums knows that I have very limited patience for arm-chair AI designers. I'm old and cranky. If you're participating in these discussions, here are a few ground rules you need to understand:
1. Nearly all players play at either beginner or easy. And by nearly all, I mean 90%. This has always been the case and will always be the case. So feedback or suggestions that involve affecting those players negatively or spending a vastly disproportional sum of money and time on some AI idea just isn't helpful
2. Unless you've programmed AI, feedback suggesting new APIs isn't really helpful. Every AI discussion always has people suggesting things like "The AI should be able to detect threats" or "The AI needs to build better fleets" or "The AI should reinforce planets that are endangered" as if these features weren't in the game before I showed up. That's the most basic stuff. The aI fails to do those things because something else happened and our job is to figure out what happened that kept it from doing those things.
3. Extreme exploits aren't going to be fixed. Most people who win the game are taking advantage of some level of exploit. That is fine and we can, on a case by case basis, determine which ones we should address. I tend to fix exploits that are too tempting to ignore. If the AI is making bad trades, for instance, that's something that should be fixed. But if someone has figured out that they can kite some unit in tactical battle for 45 minutes doing 1 damage per turn until the monster is dead I"m not going to fix that kind of thing. Kite away, my friend.
4. My near time objective is to get the GalCiv III AI up to a 7 and later an 8. It is extremely unlikely I'll be able to get it to a 9 on my arbitrary scale because it's not commercially viable and I've never seen a game reach anywhere close to a 9 and only one commercial strategy game has reached an 8 besides Dark Avatar. Most PC strategy games are less than a 6 and provide their challenge through actual cheating AI which is much cheaper and often more fun for players anyway.
5. Understand what cheating really is. If you get a handicap at bowling or golf you are not cheating. If you get to walk up and kick down the pins you are. People throw around the term "Cheating" so lazily now that it's having a negative impact on the incentive to actually make good AI. The AI in GalCiv does't cheat with 1 exception: On the higher difficulties it doesn't have FOW (and even that is something I'm looking to get rid of). Giving an AI a handicap (i.e. every credit it makes is matched by another 0.25 credits) is not cheating, it's a handicap. If the community ever reached a consensus that giving the AI a handicap is cheating AND felt the AI was dumb then it would make more sense to just have the AI actually cheat (i.e. just give the AI whatever units, weapons, techs, etc. it needed based on the difficulty level, much easier to code).
## AI Weaknesses in 1.0 ##
The biggest problem I'm dealing with in the 0.80 to 1.03 AI of GalCiv III is that all its thinking is empire wide. I cannot control spending on a per planet basis. I do not have access the shipyard building a ship. I am making decisions for an empire without any local knowledge. As a result, the bigger the map, the weaker the AI gets.
The second biggest issue is related and has to do with the ships. The AI doesn't currently have access to the ships in a way that lets me work with them based on on their location. I've alw2ays written the AIs in GalCiv as a gamer and less as a programmer. So, in my mind, I always thought of fleets as having a geographical duty. That isn't the case in GalCiv. As a reuslt, it has a lot tougher time coordinating ships into coherent local "Stuff. The bigger the map, the worse it gets.
Now, before someone says "How can you have crazy sized maps and an AI that can't 'handle' it" I'll bring you back to expectation #1. The AI handles it just fine for nearly all players. It's for people who are really good at strategy games that can overcome this and it's not an all or nothing thing (The AI, with enough handicaps, can overcome this weakness).
Nearly every weakness in the 1.0 AI boils down to a lack of local awareness (that is, letting planets, ships, shipyards, think locally instead of globally). The AI would do great as a federal politician...
## Rolling up our sleeves ##
I have a bunch of low hanging fruit that I intend to address in GalCiv 1.1, 1.2, and 1.3. Let's talk about those first:
1. Eliminate the AI's all seeing FOW vision. This will actually make the AI substantially smarter on bigger maps. This seems counter intuitive until you see the weaknesses I pointed out. It's better for the AI to only "see" stuff that actually matters so that it's not sending ships across the map or building starbases where it has no business doing so.
2. Making the AI more aware of ZOC. Remember, the AI gets annoyed when units and starbases are in its ZOC. The AI makes no distinction between meat and silicon. As a result, the AI often ends up with war with each other because of this which reduces the AI's focused strength.
3. Pre-war build up. This is something I'll be working with the Civ IV and Civ V AI developers on. This is something they're good at that I haven't done as much on. So I'll be implementing some of those systems (not source code of course, I'm just going to talk to them about it) into the AI.
4. Localized tactics. This will be a major bit of work but we will start dividing up the galaxy into theaters and have the AI start thinking of its empire and strategically vital interests as theaters rather than the current system which defines 2 theaters: Theater of focus (where it is concentrating its forces) and everything else.
## How you can help ##
Helpful: Telling me dumb things you saw the AI do that made you able to beat it is helpful. Very helpful in fact. Any mistake that would allow you to win regardless of the handicap.
Not helpful: Things that could be addressed just as easily with a handicap. The AI doesn't build up its planets well. This is on our list. But it's actually not that important since that can be addressed with handicaps.
Really helpful: Saved LATE games with descriptions of what you are seeing. Maybe the AI isn't defending its planets well. Maybe it's sending out crappy fleets. Maybe its fallen way behind militarily. Maybe its ships are crappy. These are things that I'm interested in.
Thanks all and cheers!
I looked at an AI in game, I read what you guys wrote here and I see that AI is mainly focused on setting correct hendicap. This is wrong direction.
I see following main issue with the AI:
1. Bad planet management focused mainly on population growth (believe that program is calculating efficient production, research and weath and with current bonus from hendicap it gives him best results), AI is not focusing planets, in result in late game i have at least 5 Times higher research prod and wealth than computer, writing function for focusing (how offen, which planet and when) is preaty easy so i don't understand why this is not happening. AI is not using bonusses from adjected tiles, also this should be easy to fix. And lastly does not suport its planets with economy starbases, however always creating shipyard even when unnessesery.
2. Fleet management is awful. hundreads of ships killing it self one by one on my few ships. No strategic movement to invade my words from behind. Ai singe ships that coming to close to my much stroneger fleet just to attack basic constructor, or with fleets that are not fully using its logistic sizes. (Ai is producing a lot of ships mainly cheap and weak and later AI has no money to upgrade it, here i see place for handicap to allow AI upgrade its ships much cheaper than for human player), also becouse of poor planet management their research posibilities are not grothing as fast as new research cost and they stay with the same ships for most of the game. Moreover they produce lots of transport ships that slowing down their production (population taken to ships) and just standing with them or sending them directly to my fleet to be destroyed.
3. Current hendicap is creating bad playing expirience. Very strong AI on begin, (that you can anyway easly resist thanks to prototype weaponry) and later on very weak. Moreover you can easly defeat even hardest AI by reducing numer of planets in the galaxy. Computer difficulty is directly related to the number of planets. I even played with race editor and checked that the best computer race is the one that has bonuses to population, farming and morale, focused on exploration/expansion and military.
I'm missing a bit of fineness in AI. This game should be a bit more than just "lets colonize as many as we can and do a brainless zerg"
As Brad said
Later he says they are going to have the AI think of "theaters", so that will be a step in the right direction.
Handicaps on higher levels will always be there my friend. A robot can weld fender perfectly over and over and over. That robot won't design a car. (at least, not yet) I think a computer could write most of today's music though [e digicons]:')[/e]
double post
I suppose the only sad note is that nobody really wants to make a superlative AI (9 out of 10) . I know that it is not apparently worth the time and cost(how times have changed), but once a Dev would make the best ever AI he could squeeze out, no matter what his resources. And I`m talking old machines that barely had 100K.
In 20 years of playing games i`ve seen graphics improve 100%- AI in comparison is not really any better than in the early 90s . This, regardless of cpus that are many times more powerful than anything then. I play these games ultimately to face an AI that makes me think, "That`s a cool logical move!" rather than one that beats me with bonuses or just overwhelms me with a zillion units it made super-fast. I dream one day a really good programmed sub routine `AI` will happen, from an AI programmer that goes the extra mile.
Just saying.
I don't think that's true. I know Frogboy wants the best possible AI for the game, he spends a lot of his time working on it, but he's primarily the CEO of a company and he has to invest the available resources wisely. Giving us a god-tier Deep-Blue type AI will not provide much return on investment, and while that's a shame, we (the fans) actually do have an opportunity to step up and provide some support on that front.
We're helping out here for fun, because we want to improve the game, and want to improve our and our fellow players' enjoyment. If anyone followed Supreme Commander (almost a decade ago now) you may have heard of the Sorian AI. Sorian was a modder who totally overhauled the AI system for that game (and its expansion, Forged Alliance), vastly improving it without handicaps. Eventually he was even hired by GPG and then Uber to work on AI professionally... But his mega-AI was only really for hard-core players. I expect most of the SupCom playerbase never felt they needed awesome AIs.
If we here have the drive, we can develop the capacity to upgrade the AI and improve all our experiences.
Over the past few weeksI've learned to read the .XMLs, so now I can squash issues where the AI is un-intentionally handicapped by code errors. It's interesting, and fun to learn about coding. Next maybe I'll go through GovernorDefs.xml and take a whack at how the AI builds its planets.
I invite you all to do the same, that part of the coding really is quite straight-forward. Look in AIStrategyDefs.xml and see how the AI prioritises fleet builds, look in TreatyDefs.xml and see how the AI values various diplomatic options, look in GalCiv3AIDefs.xml and learn how the AI determines at what range it considers opposing ships to be threatening etc etc.
As Frogboy said:
Let's see if we can trace the code well enough to see why the AI is making bad fleets, or prioritizing research in a sub-optimal way for its current goals. If we lighten the load on those kind of fairly easily accessible annoyances, it frees up Dev time to take on the things we can't change so easily by altering some variables, like AI governors not having the capacity to specialise planets and the other stuff that we all want.
An issue I've been having is that the AI seems to have trouble fielding strong fleets late-game. Frequently they have a considerable amount of un-used strategic resources and the occasional near-pointless Tiny Prototype ship - my earlier post explains why that probably is. But I don't think that's the reason why they don't field much.
I think it's A: because their manufacturing is gimped with the governor thing and somewhat poor colony buildup choices, and B: because ships become far, far more expensive late game due to hull-filling.
Example at T250:
I think the AI is being gimped by the blueprints it uses. The higher tech Transports have 3 modules each, which are lost on invasion, even if it only needed 1. They have 121 ship range, even though the best available warship has only 61 range... what's the purpose of an un-escorted transport going a further 60 hexes outside of your territory?
At max tech (got with the Unlock All command) a transport costs 1300 manufacturing. That's more than a full-tech Titan (generalist Large ship). The AI can't afford that, but does build them. And furthermore it builds them before it has established space superiority near any capture-able world. The number of Yor troops I've killed hanging out near their own homeworld is kinda silly..
This is an issue with lots of stuff; a late-game colony ship costs 887, same for a constructor, which in the standard blueprint just barely fits 3 construction modules at max tech. My constructors at T250 have 3 construction modules, 11 move, 50 range and only cost 217. Honestly, that's plenty until the game ends.
While it's awesome to face opponents with Huge ships every now and again, they're going to have to pay ~ 2000+ manufacturing per ship, while even with huge handicapping bonuses they barely come close to the focused production a human player can manage.
Of course, the team over at Stardock are already working on the governor thing, so what can we do to help out in the mean time?
Can we alter the priority of ship building, so that the AI only builds transports after it has superior firepower to their opponents? Is there a way to tell the AI that it should move transports away from hostile ships, unless its escort fleet is stronger than nearby enemies?
I know we can make blueprints more efficient, that's easy enough, but how do we do it without messing up other AI behaviour? They Make use of huge-range ships. Can we tell the AI that if it wants to reach somewhere, but doesn't have the range, it should attempt to build a Starbase in that direction?
To build on TurielD's fantastic post.
I've always assumed that the AI ship designer had a plan or a goal when it designs it's ships and because it's an AI wouldn't have any trouble keeping up with which design is for which purpose. Presumably the AI API has the ability to assess threat types and ship ranges. I woudn't have thought that it always "fills up" any available space on ships especially transports and constructors just for the sake of filling space and if it did, then do as I feel like most humans do and fill it with engines.
For example, AI "decides" to take PlanetX. Dispensing with any FOW issues, it assesses PlanetX's defenses; how many ships in orbit or in range of X, how many people on X, what's my invasion level vs the target, even using invasion success routines to predict it's chances. It might shoot for a 75% or better chance of successfully invading using a combination of invasion techs and sheer numbers to achieve that probability.
That then leads to it's invasion plan.
1. Get space superiority. Design and build appropriate ships with the right weapons, defenses, range and speed to control the area around the planet. Do I have what I need? If not, then build it. Keep control for a couple turns before letting the invasion fleet get too close.
2. Design and build the appropriate number of invasion ships (and some escorts) and have them move into range of the target. Range = 1 turn of movement.
3. WIN.
Now, I'm assuming that the AI and more importantly SD / Brad already know this and there are all kinds of holes and gotcha's from this simple approach that I'm not thinking of.
However, if the primary problem is as TurielD's analysis shows, then perhaps these things can be fixed by helping the AI design better ships and more importantly, as the database of player designed ships is assimilated, helping it CHOOSE among the many competing designs.
None of this post (as opposed to TurielD's) does what Brad asked for; specific examples of bad behavior. Hopefully it will be helpful for conversation purposes.
Regards.
I don't think that's true. I know Frogboy wants the best possible AI for the game, he spends a lot of his time working on it, but he's primarily the CEO of a company and he has to invest the available resources wisely. Giving us a god-tier Deep-Blue type AI will not provide much return on investment, and while that's a shame, we (the fans) actually do have an opportunity to step up and provide some support on that front.We're helping out here for fun, because we want to improve the game, and want to improve our and our fellow players' enjoyment. If anyone followed Supreme Commander (almost a decade ago now) you may have heard of the Sorian AI. Sorian was a modder who totally overhauled the AI system for that game (and its expansion, Forged Alliance), vastly improving it without handicaps. Eventually he was even hired by GPG and then Uber to work on AI professionally... But his mega-AI was only really for hard-core players. I expect most of the SupCom playerbase never felt they needed awesome AIs. If we here have the drive, we can develop the capacity to upgrade the AI and improve all our experiences.
Well, I hope you`re right because that has been the Holy Grail for me to see in games before I die! heck, I would have a go myself, but my particular set of skills have been long focused elsewhere and I put 110% to it!
AI is one of those things where it is very easy to know what you are talking about, very complicated to define and almost impossible to achieve. Only women, I believe, are more complicatedly opaque than the field of AI.
One of my old favorites (as I've said) was the SSG series of games. Part of their approach to making a good AI - and they made some really tough opponents - was to limit the player to making high-level decisions and let the AI make the lower level ones for itself and for the human player. This limited the options the AI had to contend with. For example, in 'Battlefront' (if I recall correctly) a division was split up into regiments or brigades, with up to 3 battalions that could be cross-attached (like divisional artillery). Instead of maneuvering each battalion separately the player set general orders for the regiments and the AI maneuvered the battalions. Sometimes brilliantly, and sometimes...
Now, for people who love micro-management this was a much-hated Hell, but the game played superbly, delivered reasonable results and gave you a lot of sympathy for senior officers in their attempts to get their juniors to do what any reasonable PERSON...
Ahem. As I say, it produced results I still remember today - I'd still count it as a great game and a great AI - and it made you really - really - think about your plans and about how easily they could go wrong. (My sister described being a successful restauranteur as 'graceful recovery from imminent catastrophe' and I think that applies to generalship as well).
For my part, I don't want an AI that plays the most efficient game possible. I want something with personality, something that fights a war in an Altarian way, or in a Yor way. I want the game to be memorable because of what the AI does, and what I do to counter, and because of what IT does to counter me. After all, no nation in the history of the world ever fought a war of perfect efficiency. Nations (read people) always have ulterior motives and hidden agendas, prejudices and tendencies. I do want an AI that is no pushover, but mostly I want something with its own peculiar personality - something that plays to the Turing-test side rather than to the efficient analysis side.
Unfortunate AI behaviour: picking rally points in enemy territory, rather than gathering ships and attacking together.
An example from a soak:
Running all AI on normal difficulty here, my Doofus AI faction is at war with the Krynn. As the Doofuses are adaptable and expansionist, they're about equal in power and production, so we can reasonably expect both sides to field roughly equal fleets.
What I'm seeing is now that the AI chooses to direct ships towards the enemy (Bunch III, down the bottom) it's sending individual ships to meet at a rally-point which is actually past the enemy world, from where either ship has started out. This means they will easily be picked off 1 by 1 if the Krynn have a 2-ship fleet on the defense.
Save Game:
https://dl.dropboxusercontent.com/u/45479330/Doof%20Soak%20Bad%20Rally%20Point%20Choice.GC3Sav
Unfortunate AI behaviour: Sending damaged ships out on their own as vanguard of an attack force.
This relates to my previous post, the AI doesn't seem to want to fleet up; it's so averse to it, that rather than join the ship 7 hexes behind it, this ship with 1/3 HP is rushing headlong toward an enemy world.
I think it would be good if the AI considered its own health. For instance, if health < 50%, it should seek out the nearest (military) fleet with enough logistics capacity to house it. This would help the AI a lot with combining forces I think, and prevent the death-by-a-1000-cuts thing that can happen to larger vessels. Perhaps if health < 25%, it should attempt to reach the nearest shipyard to repair, and/or wait there for the next military ship to come off the production line and join that.
I have a question:
Is the AI in this game mod-dable? It was mod-dable in Skyrim. But I suspect it'll be harder to mod in this game.
To an extent, yes. It really depends on what you want the AI to do differently - kinda like this XKCD strip: http://xkcd.com/1425/
It's easy to change what ships the AI builds, what improvements it builds on its colonies, how it prioritizes research under certain circumstances, how much it cares about other factions' ships getting nearby etc. But I haven't the first clue about how to tell the AI it should focus its vessels on taking a single world, or only making starbases inside its own cultural influence zone.
It may be that those are modable, and I just haven't found the right file and code line yet... or they may take a full rewrite of the AI from the bottom up.
To the earlier question regarding the Drengin surrender options a or b. That drengin response would be what I expect a benevolent race to do. I would expect the Drengin to take the terms and then turn around 10 turns to finish the crushing, or to demand more like half your planets etc. So Yes I would want the drengin to not only take my tech, but then kick me back into the mud and laugh at me while doing so.I would expect the AI to act different relative to ideology.I think we need to see a bit more variation in the AI behavior relative to ideology & tech tree (which effectively translate to race)
Running all AI on normal difficulty here, my Doofus AI faction is at war with the Krynn. As the Doofuses are adaptable and expansionist, they're about equal in power and production, so we can reasonably expect both sides to field roughly equal fleets. What I'm seeing is now that the AI chooses to direct ships towards the enemy (Bunch III, down the bottom) it's sending individual ships to meet at a rally-point which is actually past the enemy world, from where either ship has started out. This means they will easily be picked off 1 by 1 if the Krynn have a 2-ship fleet on the defense. Save Game:https://dl.dropboxusercontent.com/u/45479330/Doof%20Soak%20Bad%20Rally%20Point%20Choice.GC3Sav
Awesome, you put proof positive to what I said early on rally point during a soak. Unfortunately, I wasn't thinking about screenshots and saves. So all kudos to you sir for proof!
<Edit> that is why you should never ask most programmers to do QA. I see things at work and go to fix them, but here I usually cannot. As to my own work, I don't WANT to hear it breaks something! </edit>
You speak truth, though after much time of thinking and analysis, I believe ive figured women out. But that`s another story.
I am with you 100%. This is exactly how I want to see an AI opponet in games. I don`t want a 100 percent efficient robot, perfectly calculating everything, sterily(not even the Yor). I want it Human-like AI; one that make `errors` and to even suffer from `weariness` in long hours of play like the Player can. In fact, such an AI could even be easier to win against sometimes if caught at the right time. It`s how I would program my perfect AI - To be imperfect. Sometimes I think AI Devs think we want a perfect `terminator` AI, no, completely wrong.
I hope Frogboy and other AI Devs understand this. AI does not need to be a perfect mathematical tactician.
think it would be nearly impossible for an AI to be perfect the game has too many possibilities of what to do. but the AI should not cooperate when being exploited by the player. surely this is or can be frustrating for new players when they don't get what they're asking for, but such things could be part of higher routines that aren't used for beginner, normal diff.
another prob is with engines and range. the AI put so much range on ships sometimes they fly in regions completely irrelevant to realistic strategical goals. it would be better or safer for them to be more territorial. engines often loose their bonus if the ships are fleeted together esp. with tiny small craft. the AI needs a routine to examine it's own fleets, making decisions to build variable fleets, for example heavy but slow lowrange fleets which act more like a homeland guard on sentry, heavy attack fleets with reasonable range + speed that are maxed in logistics to clear out enemy defenses and bases, standalone superfast interceptors that aim to attack non-military or nondefended craft.
What do these lines in the AIDefs.xml mean? <FreeWarTechChance>0.10</FreeWarTechChance><FreeIdeologyPointsChance>.10</FreeIdeologyPointsChance><FreeIdeologyPointsAward>10</FreeIdeologyPointsAward>
Fully agree and would like a better answer here also. Those lines are exactly why I posted the link to the difficulty chart which was based on the xml.
when an AI gets bonuses that humans don't, it's not as hard to make it a challenging adversary. it can even be better than "perfect" if perfection is defined by how well you can do without any bonuses.
i personally wouldn't rate anything that doesn't play fair too highly, but it can still be fun to play against as long as the cheats/handicaps are designed appropriately.
i do think that the personality and character of opposing empires becomes more important the farther away a game gets from being fair/symmetrical because it's kind of insignificant to appreciate the difference between a 50% discount and a 60% discount
LOL maybe you should become a woman first and then code AI. LOL
I don't think that's true. I know Frogboy wants the best possible AI for the game, he spends a lot of his time working on it, but he's primarily the CEO of a company and he has to invest the available resources wisely. Giving us a god-tier Deep-Blue type AI will not provide much return on investment, and while that's a shame, we (the fans) actually do have an opportunity to step up and provide some support on that front.We're helping out here for fun, because we want to improve the game, and want to improve our and our fellow players' enjoyment. If anyone followed Supreme Commander (almost a decade ago now) you may have heard of the Sorian AI. Sorian was a modder who totally overhauled the AI system for that game (and its expansion, Forged Alliance), vastly improving it without handicaps. Eventually he was even hired by GPG and then Uber to work on AI professionally... But his mega-AI was only really for hard-core players. I expect most of the SupCom playerbase never felt they needed awesome AIs. If we here have the drive, we can develop the capacity to upgrade the AI and improve all our experiences. Over the past few weeksI've learned to read the .XMLs, so now I can squash issues where the AI is un-intentionally handicapped by code errors. It's interesting, and fun to learn about coding. Next maybe I'll go through GovernorDefs.xml and take a whack at how the AI builds its planets. I invite you all to do the same, that part of the coding really is quite straight-forward. Look in AIStrategyDefs.xml and see how the AI prioritises fleet builds, look in TreatyDefs.xml and see how the AI values various diplomatic options, look in GalCiv3AIDefs.xml and learn how the AI determines at what range it considers opposing ships to be threatening etc etc. As Frogboy said:
One of the things that Sorian AI did really well was provide a better AI at the cost of fewer CPU cycles which eliminated slow down on CPUs of the era. More bang for the buck and more AI expansions without losing gamespeed due to simtime calcs. Anyway the Gal Civ Strategic AI maybe ponders a lot, but it has been said they don't build a planet properly right now which should be step 1 of sorting out the overall production and military fielding. You need to have the industrial base to create the military force. More than thinking this should be a simple series of rule, does a planet already have a farm? Yes, then don't build another one, unless size is planet type 20-25, etc.
The AI fleet planner should also be building to maintain a force based on a few different states too. Peace, pre-war, active war-winning war, active war-losing war, where each state indicates how aggressive the AI is pursuing production of the military. When you are winning a war you don't need to build more force as aggressively as when you are losing, when in a pre-war state it makes no sense to build as fast as possible and when you are at peace with no enemies it makes no sense to build aggressively either.
Are you kidding? Everyone who makes a game that uses some form of AI opponent wants to make a 9/10 or 10/10 AI. It's just that it's not practical to spend millions of dollars and years of development on AI alone when you have a whole game to develop as well.
That's what Brad means when he says "not commercially viable". It would cost more to make than the revenue it would generate.
This isn't a case of people being lazy and not bothering.
OK, feeback from latest game on challenging:
Yor dominated most of the game, they should have wiped me, but I climbed back and won. I was Alterian. They had 4x the power that anyone else had, but I was able to win. Here's why:
1) AI did not adapt to my ship designs, nor adapt at all. It was in love with missile boats with no shields. So I went all beams, and all point defense. I didnt have to worry about more rounded defenses until the AI got carriers. Yor finally started to have some beam ships, 100 turns later....
2) AI did not seem to use its tech wisely. For most of the game, until I went unto hyper-drive research mode, Yor and I had the same number of techs, but it seemed I had the tech edge everywhere.
3) Even DURING WAR, the AI at times would send in a lone ship very deep into my territory, even though it was encountering heavy losses throughout the galaxy by me. Sending in probes might be ok to test your enemy, but it needs to have MEMORY, to know its not a good idea next time. I was NOT AT ALL sneaking behind enemy lines, picking off ships headed to "safe" rally points. haha, on a few occassions, the AI in fact caught a few of my lone ships It almost like there was an AI Rally Point in the area, because these lanes were longstanding battle grounds for MANY turns. Its like the AI didnt realize that I secured dominance, and all of the other friendly fleets in the area were wiped clean. Maybe these were probed to look for my rally points....but I killed 10:1 in this scenario. Yes, the AI caught me with my pants down a few times, but not worth all of those lone ships. Safety in numbers when in enemy ZOI, and especially when in enemy ZOC.
4) When I finally started to push, I found several stacks of ships, NOT joined in fleets. A few, but many single ships which were even more easy to destroy. These were sitting right next to planets. I found this on a few different planets.
5) AI needs to learn that miniaturization and fleet logistics is OP. Players do it, so should the AI.
6) AI needs to learn when to take a defensive posture, rather than kill kill kill. This should be based on performance over the last X turns.
7) When the AI was really pushing hard, I turtled pretty fast. They were unable to invade the 2nd planet, as I rushed planetary defenses, military academy, buffing with adjaceny bonuses, rushing approval buildings, and trading for tech to defeat their WMD choice (BIO, it was VERY effective on the first planet they invaded). The did continue to push past my planet which they could not crack, however atleast 10% of their TOTAL EMPIRE WIDE SHIPS just stayed at that planet for ALL of their offensive, and only moved once I started to push into their territory elsewhere.
8) Know when to stop attacking. Again, based on losses, AI should realize their offensive isnt going well. I killed 1k ships, and lost 100, but that would have been much less if I wasnt lazy when I knew it was EVENTUALLY going to be a ROFLSTOMP.
9) Know when your Military Stength is useless, due to technology gaps. Quite honestly, if the AI threw EVERYTHING it had at me simultaneously, I think I would have still prevailed, but BARELY. Again, the AI felt it was "strong" and I was "weak" due to the number of ships. But when I have better tech, huge logistics, and miniaturization, an incredible ship design mismatch, it just doesnt matter. AI should have put more focus on tech, and less on ship building. My god, at one point I was outnumbered ship wise like 20:1. But they were shit ships, and shit fleets, compared to mine.
10) And honestly, I think I would have lost if this hadnt happened. I was princess lea, crying out for ObiWan. I had to bribe the other races to declare war on Yor, in my darkest hour. I needed the heat taken off of me. Now Yor had 3 enemies. But 2 enemies were a cakewalk, but a 3rd enemy kept on killing all of his ships, rarely killing any, but damaging them. Hmmmmm....AI should have realized to go after the TRUE weaker opponent at that time (the other 2 AIs) and hold ground, regroup, get better tech ships, ones to counter my ships, etc, and NOT attack me. Suspend the offensive as it were. Well, it didnt. It split its forces and attacked all 3 of us. The other 2 AIs surrendered to me. Yes, their planets helped, but Yor should have easily conquered/invaded most of those planets, I was too far away to try to help. But it didnt, and I reaped the benefits which doubled my own power.
Lots of improvement can be done in the AI, but I think if logic was added to address most of the scenarios mentioned above, it would be MUCH harder than it is now on any given difficulty level.
Dansiegle,
Good recap in a constructive, non-condescending way. What was the difficulty level? I am playing on Gifted and its pretty crazy.
L. did you miss the first line ?
loL What a hoot, Your write up sounds like you were looking over my shoulder taking notes while I played.
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