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Skywise
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Samara's best friend
Jan 2002 time: 05:17
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God I'm tired of hearing ppl complain about a cheating AIs. Is there one game in the world where the AI doesn't cheat?!?!?
Personnaly I never saw one, may it be on a PC game or a platform game. Let me explain:
Racing games: The harder the level the harder it is to win. Why? Not cuz the AI is suddenly a Michael Shumacher, no! Cuz the AI has a catch up!! Cuz you learn to get better, not the AI so it has to have an advantage or there's no reason to call it "level HARD"
First person shooters: At hard levels, the AI either has wallhacks (CS bots), Increased energy and armor, increased damage, increased reaction time (Halo, Half-Life, Soldier of fortune....) and kills you with one shot compared to 15 for you to kill it. (that's Halo for you...)
Strategy games. Of course the AI knows were you are all the time. If anyone has ever played Starcraft here, you just know the AI has a map hack! It has 5 islands it has to check before finding you but somehow, it always does it on the first try. (Red alert, Age of empires and more, it's all the samething)
And I could go on and on....So just accept it, AIs cheat. That how they get harder and harder. They dont LEARN, they are given advantages over you. And this is not specific to Civ3!!!So suck it up!
Spec.
Last edited by Skywise on 21-02-2002 at 00:51
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Encomium
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I guess some of you wouldn't mind if you started playing Chessmaster - and the AI decided to suddenly give a bishop the power of a queen so it could put you in check! I WOULD mind.
Rules are rules, and common sense and reality should not change. If the AI beats me by some outrageous cheats it has achieved nothing, except to encourage me to find ways to cheat back.
I want a SMARTER AI - not an AI that cheats more and breaks its own rules.
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Skywise
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Samara's best friend
Jan 2002 time: 05:17
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quote: Originally posted by Encomium
I want a SMARTER AI - not an AI that cheats more and breaks its own rules. |
Be my guest OH MASTER ENCOMIUM, please develope the thecnology that every company has now failed to achieve!! Surely you can help us OH MASTER KNOW IT ALL!
Every AI breaks it's own rules. As I mentionned above, Map hacks, Wallhacks, Catchups, bonuses, name it! If you dont get that than I can't help you.
And btw, I never saw an AI suddenly change a Warrior into an ICBM or whatever. A chess games is composed of 36 squares only, you dont have to irrigate/mine, build cities/units, control an empire for crying outloud!! And the AI in a chess game only works with mathematical strategies. Nowhere NEER the kind of AI for a videogame. And by videogame , you know what I mean.
This is not a chess game you...............
Spec.
Last edited by Skywise on 21-02-2002 at 05:03
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woody
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quote: Originally posted by Encomium
I want a SMARTER AI - not an AI that cheats more and breaks its own rules. |
Then why don't you just code one up, and make yourself a million bucks, genius?
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Ironikinit
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Europa Universalis. It is said by some that the AI doesn't cheat in that game. The AI is a pushover IMO, but supposedly it doesn't cheat.
There are other games I'm pretty sure didn't have the AI cheating, but EU is the only game with complexity comparible to Civ.
Personally, I have no problem with the AI cheating. It can't save the game and reload, that's all the philosophical justification needed right there. Saving the game is the biggest cheat of all. Well, other than playing in god mode or so.
Someday maybe programers will be able to run code strategy game AI that doesn't have to cheat to challenge good players. In the meantime, pity the paranoid types such as Enco. He thinks Firaxis pays people to make favorable posts here and at CivFanatics. Imagine what he thinks the AI is up to.
"I didn't get that big promotion at work and it's all because of that no good cheating AI in Civ 3!"
"My candidate lost the election. Damn you, Firaxis!"
Etc.
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Rimpy
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Washington, DC
Dec 2001 time: 00:17
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quote: Originally posted by Ironikinit
Someday maybe programers will be able to run code strategy game AI that doesn't have to cheat to challenge good players. |
I think that this is probably the Holy Grail of AI programming in video games. Ideally, the AI would be as smart as it could be at the highest difficulty level, and purposefully dumbed down at lower difficulty levels.
The only "bonus" that the AI should get is the fact that it can make a million calculations per second and it's able to consider every piece of information that it has. The human, on the other hand, can only reasonably consider a limited amount of future scenarios, and he/she can't process the huge amount of data that's available. In other words, the AI can micromanage to a degree that's just not feasible for a human to do.
The ideal AI is like that usually found in chess games. An increase in difficulty levels simply means that the AI gets more time to play out future scenarios. At lower difficulty levels, it only gets a limited amount of time to try out these different scenarios, and ends up making dumber decisions.
Unfortunately, because the universe of future scenarios is so much more complex in a game like Civilization than in Chess, we're stuck with hacks like research and production bonuses. I don't blame the AI programmers for resorting to hacks. It's the only option that's feasible given current computing power.
Rimpy
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Alex
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Brasil
Mar 1999 time: 02:17
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quote: Originally posted by Anti-Encomium
Double Login? No. I just never bothered to post here before. If you go visit civfanatics.com, there is a poster named Zouave, who I am 99.999999% sure is also Encomium. Either that, or one of them simply cuts and pastes posts. Anyway, the repetitive and unconstructive nature of his posts have managed to infuriate me enough to flame him on another forum. |
Well, I couldn't agree more with you...
Back on topic, before Ming closes this...
I think that it's simply impossible to have an AI that doesn't cheat, given our current level of computing power.
Now... sometimes I'm also pissed off with the way that the AI cheats. The way it goes right after your weakest city, or the (post-patch) tech-whoring that happens among AI civs. Other than that (and those things will not spoil the game for me, by any means), I don't mind it. Cheats are a necessary evil.
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Ironikinit
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The AI tech trading might not be the best solution, and it still discriminates against the human in trade in a quite obvious manner. However, the current set up seems to be generating fewer complaints than the earlier way the AI had of trading techs and resources on the player's turn. That was frustrating and prompted me to reload sometimes, one of those instances Enco talks about when the AI cheat leads to the player cheating. I don't like to reload on principle, but I like it even less when it takes a full minute to do it.
Yadda yadda. In short, I like the new way better.
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Zouave
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Many of the AI 'cheats' directly balance a flaw in the AI. For example, the AI judges military strength purely on quantity, so it often ends up in wars that a human player would never start. But, when the war starts, it has the advantage of knowing which cities are poorly defended, giving it a slight advantage. Also, the AI is not nearly as good as the player at developing cities via improvements and terraforming, so it is harder for the AI to create good 'science' cities. To balance this, the AI is programmed to trade technologies aggressively, to keep up with the human.
Zouave/Troyens/Encomium still posts at Civfanatics, although maybe not in the same quantity. And still he posts the exact same things he posted a month ago, in almost the same words. These same things are posted here at Apolyton as well. Occasionally, he calls people fools who do not agree with him.
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Just a quicky here...
I was playing a game of Baldur's Gate 2 TOB, and the funnest thing I had ever seen in a game happened. During one event my charecter saved these 3 NPCs from a stone curse caused by a beholder, after some dialog, etc. they attacked me. Of course the game allowed me to kill them, but then it happend... they RELOADED and came back a LOT nicer. One of the best easter eggs in a game I ever did see =)
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Ironikinit
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I'm pretty sure that the AI can take the quality of units into consideration as well as quantity. For example, if you have a localized weakness, such as the fabled city guarded with a spearman in the modern era, the AI will possibly attack with that area as its goal. Further, I've reloaded games after getting a declaration of war (strictly for scientific purposes of course), changed my troops around, mainly to beef up my borders, and the declaration didn't occur the second time.
I'm not sure how important the unit count really is. People talk on it a lot, but disbanding units doesn't bring automatic AI aggression.
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DrFell
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I doubt this thread will get closed.
I can handle an AI that cheats to make it more challenging. Some cheats are ridiculous, but production and science bonuses are ok. It's the only way to make a difficult AI with present computer technology. Sure, they could make it smarter, but how long do you want the AI to take on it's turns? Some of you should try coding an AI or even designing one some day. It's no cakewalk.
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The Viceroy
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tu mumbai se, mai Bombay se
Nov 2000 time: 05:17
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There can be no perfect AI, simply as there is no perfect human player !! The trick is to have an AI which is challenging, unique (in different approaches to similar issues), makes occational booboo's when exploring as we humans do ..
If we go for an AI which learns, we have to start with laws .. basic rules which we humans always follow .. as otherwise you have an AI which really doesn't know what its trying to acheive .. survival is the most basic instinct .. greed, anger, love, fear, interest in the unknown..... and so on, and so on .. are very very difficult to provide the AI before it starts on its path of learning.. We can add memory, so it remembers who to hate, but it needs a reason to hate .. maybe a threat on its basic survival .. but hate can also be driven by other things like greed ... Its not a matter of coding, more one of thinking of every basic driving force which makes you the human do what you do .. map them out into a set of rules, which always apply (or use fuzzy logic where some apply sometimes) .. and your on your way to having a much better human simulation ..
To make it worse, now you have to teach it .. It can learn from the human, as we do .. but experience is the best master .. each Ai also would need to be different .. following different experiences .. Before the AI can be released into the world of Civ .. it needs to be good, smart, able to cope with other humans ..
Before anybody tells me to goaway and code it, I will tell you .. do you not think I would have if I could ? .. obviously, id love to write this .. but I really can't imagine the multitude of scenario's we'd have to cover to get this working .. maybe somebody wants to start an Apoyton AI group who bravely maps out the ideal AI .. rather like the Human genome project .. it would take a damn long time ..
ps .. I have done AI programming before, and this is a billion time s more complicated than anything ive touched before (if you want Learning AI that is, rather than basic decision tree stuff).
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