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Sn00py
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From New Zealand
Aug 2001 time: 13:32
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The amount of work required to code the AI must be a tremendous job.
There is a large post called "Beyond Sid" at CivFanatics, it's a thread about a game being played at a stupidly difficult setting; played by Bamspeedy (sp?). He is absolutely flooring the other Civs. At the time of typing this, he has one Civ left to destroy: the Celts.
I noticed that even at this difficult setting, the AI has really not 'understood' the impact of Bam (Bamspeedy) taking over Civ by Civ; not taking into account of the threat and power that he possesses.
Quite frankly, the AI just sat there and and let themselves die; and I felt it was just pathetic.
Now, of course, more brains are better than one, especially experienced ones. I think if we can pull together a whole bunch of ways to help Firaxis improve the AI; for example, ways for the AI to learn the players style of playing, being more unpredictable, being able to wage massive wars successfully; Firaxis might take a look and might consider a future patch for finalising the AI, and hopefully finalising Civilization III.
So if we can just start posting our thoughts on how to Improve Civ3's AI (Even if some of the features have to be tweaked/changed/added/removed).
I'm not very good at understanding the AI (Haven't played many games lately). But I do think the AI should be more aware of how dangerous other civs are to them, and what they need to do to counter-act that danger.
I also think that the AI should have the ability to carry out a massive-scaled war - by preparing a certain amount of required units inside the cities. Then once ready, load the units onto ships and send em over - and continue to send in reinforcements. And before this, I think that the AI should try to gather as much information as needed from the enemy, such as strength of cities, importance of cities, best places to attack first, etc.
Of course, I can't go into great depth and reason for my suggestions, and I think that is what is really needed to help the programmers tweak the AI.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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quote: Originally posted by Sn00py
The amount of work required to code the AI must be a tremendous job.
There is a large post called "Beyond Sid" at CivFanatics, it's a thread about a game being played at a stupidly difficult setting; played by Bamspeedy (sp?). He is absolutely flooring the other Civs. At the time of typing this, he has one Civ left to destroy: the Celts.
I noticed that even at this difficult setting, the AI has really not 'understood' the impact of Bam (Bamspeedy) taking over Civ by Civ; not taking into account of the threat and power that he possesses. |
Well Sn00p, I finally dug up the thread and read it. Bamspeedy is a sick player who I is just amazing. But you have several things.
The states quite clearly the game being played is PTW 1.27f with (i assume) modded difficulty levels to emulate Sid level production bonuses for the AI. The game is not C3C.
Another significant issue is that it's an islands game. This makes his strategy of separating AI civs possible and since PTW does not have the benefit of the AI navy improvements found in C3C, a big questionmark is raise then as to how effective the AI is in this game. Even in C3C, naval invasions is logistically more difficult and playing in island settings tends to negate large killer AIs.
I agree with the gist of your request. We all want more competitive AIs. I alone have started several threads on this, but I think in this case, Bam's game may not be that applicable to your request. If it's a pangea C3C game that's being beaten in this fashion, then I give mad props to whoever has done it. It will truly be an interesting game to watch.
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Pyrodrew
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First, I agree an Islands game is a poor example to use.
quote: the AI has really not 'understood' the impact of Bam (Bamspeedy) taking over Civ by Civ; not taking into account of the threat and power that he possesses. |
That's exactly why an AI must understand the concept of a balance of power. The AI instead is always short-sighted looking for the best deal TODAY rather than the long term consequences. AI Civilizations must not only realize (as humans do) that there are goals to winning the game, but strategically play for those goals offensively & defensively. Offensively to try to obtain those goals AND defensively try to prevent other leading civilizations from obtaining them (non violent ways to do this too). For now it's like watching a soccer game & you see 1 team that doesn't have any defensive players on the field. Likewise, the AI doesn't try to stop you from winning (making a goal) as it is only interested in getting Ivory (or some tech) at a good price TODAY. Right now once the human player gets to a certain size there is little challenge as it is simply a steam roll & usually predictable.
In the end, there IS a winner & the AI doesn't know that. The AI should not know you are a human player, but if you have half the cities in the world it should realize how you are a threat to making it lose. And please don't tell me that's not realistic for the AI to play like the game doesn't end at a certain time. For those looking for realistic simulations go play "The Sims".
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:32
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quote: Originally posted by alva
Dexter, could you post the link please. 
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I agree with vmxa here. I'm sure that without these boards, most people here (and certainly myself included) would be playing one or two levels lower if not more.
Overall the AI is good but not good enough to handle several hundreds of inteligent, dedicated lunatics eugh gamers.... |
hi ,
thats the power of a group of people , one person is good at this , the other at that , etc , ......
and it would be more then just one or two levels , many bugs would not have been seen , therefore no solutions for them , and a great deal of time would be wasted cause the individual would spend hours trying to find something that now has allready been found , ......
not to mention of the countless ideas that came from apolyton and made there way in several games
have a nice day 
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Pyrodrew
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quote: Of course you realize that balance of power (i.e. taking out the leader) was one of the things Firaxis intentionally removed as so many players of Civ2 and SMAC thought that feature was too 'gamey' and complained loudly out it. |
And now the same people (and others) are complaining about how the game is too boring & predictable at the middle & the end.
Instead of delaying or reducing the balance of power's impact (to please those vocal people) Firaxis made the mistake of removing it all together (which left strategy gamers screwed & any attempts to help the AI with the editor VERY limited). The pendulum has swung way too far to the other extreme & it's an ugly scene.
If a human player owns 1/2 the world & the AI is improved all those other 9 Civs will play intelligently against each other & destroy themselves for short-term gain. And the leader (usually human) can easily manipulate (and humans can do this better) the AI for an easy win. A good strategist tries to win the game & if the AI never tries to stop another civ from winning (defensive strategy) it isn't a good strategic AI.
So even if Soren improves the AI in other ways you will see little or no difference, except for the beginning. But the beginning by almost all threads I've read is the best part & of little problem. Unless the balance of power is added back in to at least some degree Civ3 will always be lacking a good strategic AI & instead have this "The Sims" AI.
quote: I'm sure that without these boards, most people here (and certainly myself included) would be playing one or two levels lower |
True, but the higher levels don't improve the AI as it only gives them more resources, troops, etc. And I'm sure I'm not the only one who wanted to win some games before reading spoilers here. I like the AI for first part of the game, but near the end it's boring. Excessive corruption (which doesn't have many fans) as the only end game challenge is tedious.
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