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St Swithin
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Santa Monica, CA USA
Apr 1999 time: 05:14
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just about all of the AI code was rewritten, so it's difficult to answer lots of specific questions. Let's suffice it to say that it's much smarter and much more conniving, and you can expect much better attack strategies from AI players.
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Daniel Frappier
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Montreal, Quebec, Canada
Jan 1970 time: 05:14
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An adaptable AI would be nice but in my opinion all of the game that I saw have what I would call an unfinished AI. For example in Civ II the AI would not rush buy wonders or use caravans to that effect, it very rarely buy cities or steal technologies. Those are BASIC strategies. CTP's AI is unfinished in the same way, it doesn't stack slavers, it doesn't stack ships, etc.
Before tackling out advanced nuclear physics, please lets do some simple calculus first.
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Azmel2
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Santa Monica, CA USA
Aug 2000 time: 05:14
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There are three major parts to the AI in CTP2. They are the strategy engine, city management and diplomacy.
The algorithm used for the strategy engine is the same one used for CTP1, but it has been rewritten (for Armada). The purpose of rewriting it is to make it easier to add the refinements that distinguish a so-so AI from a truely clever one.
In the case of Armada, the strategic engine really only came into play during instant action games; the rest was scripted. Unfortunately there was no time to tune the strategic engine like I would have wished since most time was spent on the scenarios. The buildlist system in Armada also was not tightly integrated with the strategic engine and that is responsible for most of the stupid behavior you see out of the AI.
The advantage of using the same algorith as CTP1, and starting with existing code from Armada is that we have had a year to tune and tweak the engine to play CTP. This has resulted in an AI that plays the game more efficiently. It's important to be efficient, so that you have free cycles for detecting and reacting to special cases. An AI appears clever if it can identify and exploit special situations.
The city management system has also been greatly improved. The player can utilize the same AI used by the game (via Mayors) to control their nation. Exposing the AI for player use has made it easier for us to tune and optimize. The ability of an AI to grow its civilization has a profound effect on how good an opponent it is. The files used to tune city management (for the AI or humans) are also completely customizable by anyone who cares to fire up a text editor.
Last but not least, our diplomacy improvements come in two parts. The first is just having a more comprehensive system; mainly new types of proposals, and response options. The second part is a flexible way to write the rules used by the AI for choosing new proposals and responding to your proposals. We're currently in the process of expanding, tuning and tweaking those rules to be rational and to express the desires of our different AI leader personalities.
I'd love to go into more detail, but I've got a game to work on. Believe me when I say we're doing everything we can on the AI front to make your game experience enjoyable.
Best wishes,
-- Richard Myers
AI Programmer, CTP2
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TheLimey
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Sounds good.
If more of it is exposed, are you also still using script based hints for it to follow ala CtP1?
There were some limitations in the CtP1 hinting that still could not address some limitations of the AI's general playing style; power projection and regrouping. Have these concepts been considered? They really are at the crux of how a player utilizes miltary power best.
Will suggested stack definitions still be hardcoded? I hope not... One game feature that human players regularly exploited, but the AI did not was stacking a slaver. This gave the human a big advantage. I'd personally like to see some kind of script definition for stacking, so that the inadequacies of the default behavior can be altered later to improve it. Also, the feature would be nice for scenarios and mods later on.
I wrote a fairly in depth post regarding my thoughts on AI implementation in CtP2, that I'll repost here, since its buried, and is maybe relevant to the discussion.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:14
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Azmel2,
I second everyone's thanks. All the info coming out about CTP2 sounds really good, so I was planning on buying it anyway it , but it sure is nice to get some info on the AI.
Being able to access the FLI and AIP files has convinced me that this is the most fascinating - and probably the most difficult to program - part of CTP. I'm dying to find out about what the new code is like but I guess that will have to wait till I get the game out of the box. In the meantime, I would really appreciate it - and I'm sure others would too- if you could recommend a good basic source on how the sort of AI you're using ,works.
Thanks again,
Peter
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