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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:18
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quote: Originally posted by TheArsenal
Well, for all practical purposes, I live in Los Angeles, California.
I have internet access at work and at home, but use the work computer for the bulk of my surfing, purely because I have a dial up at home and its much, much faster at work. I check in here from time to time to see what's going on, although the past few days I've been going through some of the very old posts (a year, two years ago) because back then *everyone* was a newbie and there's lots of information/tips/strategy helpful to those who are relatively new to the game now .... that is if you have the patience to weed through tons of "Activision sucks!" and "the AI is stupid!" posts to find the helpful stuff. Man there was a *lot* of hate toward this game in those days, I'm so glad I found it after the ModMasters fixed it. |
Sounds familiar just go to the Civ3 forum of the present, and you can replace the names of Civ3 and Firaxis by some others and you wouldn't notice a huge different. Unfortunatly there is no Civ4 on the horizon for all the hopes so it is better to be realistic.
-Martin
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:18
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Right now I'm balking at paying $50/month for cable modem access at home...but I have a fractional T-1 at the office for downloads (and, um, "daytime" visits to Apolyton).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:18
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quote: Originally posted by TheArsenal: .... that is if you have the patience to weed through tons of "Activision sucks!" and "the AI is stupid!" posts to find the helpful stuff. Man there was a *lot* of hate toward this game in those days
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And look at it now:
quote: Originally posted by Alexnm:
Yep, I have to agree on this. Poly CTP2 forums are one of the most civilized places I have ever seen. It is almost like travelling to Switzerland.
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I don't think that 'hate' is necessarily the best word. There's plenty of immature people out there. When one of my sons was about 2 or 3, he got so mad at something that he grabbed a box of cornflakes, poured them on the floor, and started jumping up and down on them. As I recall, some of the flamers who were posting last year reminded me of this.
OTOH, if you've come across the Richard Myers' thread in the Creation Forum (he's the guy that did the AI for CTP2):
quote:
Richard: Thanks for the questions Wes! Some of that negative stuff on the boards does sting, but in general I take it all with a grain of salt. I know that people wouldn't be so upset if 1) they didn't like the game to some degree, otherwise they wouldn't care and 2) there wasn't some grain of truth to their complaint.
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It's undeniable that the original game was too easy. (I have a theory about why it was - and it applys to why so many people are complaining about Civ3's AI - but that's for another thread.) I think that's probably the main reason why people like the Mods so much, they make the game more difficult.
quote: Originally posted by TheArsenal: I'm so glad I found it after the ModMasters fixed it. |
IMO, the Fat Lady hasn't sung yet.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:18
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quote: Originally posted by TheArsenal
I meant to get back to this thread sometime ago. I am interested in what your (or anyone's) theory on why the original AI was too easy (and even by my very limited experience, it was fairly easy). My guess would be that for most people, the ones who are not showing up here with tons of game experience, the AI was not easy at all. That combined with the fact that most people don't like to play a game they can't beat, so they made it beatable. |
Not theory, simply fact: it is very, very hard to design AI code that can challenge experienced players, especially experienced players who share tips on strategy, tactics, and exploits. The customary "solution" is for the AI to cheat. It's still stupid, but it's stupid and dangerous because it has lots of units, lots of cities, and lots of development...and usually because the AI is programmed to treat the human as utterly untrustworthy ( moi? ) and to preferentially attack human civilizations.
So the Frenzy mod made the AI much more dangerous, and many of the mods give the AI more units, more tile improvements, and so forth, and many try to make the AI seem more intelligent and less artificial.
There's another major factor: the designers can't possibly anticipate all the techniques that good players use. The designers of CTP2 called the top level "Impossible," but it turned out to be roughly equivalent to "Prince" in Civ2. The designers of Civ2 apparently didn't know if "Deity" could be beaten, and it could be beaten with only one city, and even with only one city with never more than one population.
Damn. These guys are GOOD.
Then there are other critical factors: the developers have a limited budget, and top-level AI programmers are very expensive and very busy. Further, the developers are under enormous pressure to get the product out the door where it can generate revenue for the company. So there isn't enough money, and there isn't enough time to make the AI truly challenging without cheating.
Ever consider the dollars, hours, and dedicated computer resources required for Deep Blue? Remember that the rules of chess are exceedingly simple: only 6 unit types, each with a single movement pattern and a single attack pattern, and only two "special abilities:" castling and pawn promotion. Further, there are absolutely no random elements, information is complete, and there is NO interaction or diplomacy of any sort. These last three are why it is much harder to write a strong program to play bridge than chess.
-- Hermann
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:18
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TheArsenal,
This might be totally off the wall, but I've always had the suspicion that one of the main reasons why CTP2's AI is 'easy' is the new Diplomatic Victory condition. When I first heard about this I remember thinking "That's a good idea", but now with hindsight I don't think it was.
I suspect that in order to allow for the very possibility of a diplomatic victory, the AI programmer was forced to give the Human player too much control (by his proposals) over his enemy's regard and trust levels. I don't know whether you know this, but in the game every player maintains a regard level and a trust level towards every other player. These levels are affected by what diplomatic proposals you make to an AI player and what treaties you have with him (amongst other things). So, for example, when you give him gold he likes it and his regard level towards you goes up. Since it's the regard levels that determine what goals the AI players pursue against you (e.g., whether or not they'll launch slave raids against you) and, I think, ultimately when they want to go to war with you, this makes it too easy for the Human player to be in control of the entire game situation and leads to the complaints "The AI's not aggressive." And even if the Human player doesn't actively pursue a policy of pacifying potential enemies, like I say in order to allow for the possibility of a diplomatic victory the regard/trust mechanism got skewed too much in the 'friendly' direction.
I expect the programmers thought of this. There's a "DesireWarWith" flag which is probably somehow keyed to the personality of the AI civ's leader and which may be part of a system that was intended to make things more difficult for the Human. But this is more idle speculation because I've never been able to figure out what determines this flag.
quote:
My guess would be that for most people, the ones who are not showing up here with tons of game experience, the AI was not easy at all. That combined with the fact that most people don't like to play a game they can't beat, so they made it beatable.
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Hard to say how difficult 'the silent majority' found the game. All I know is that in the past year or so of brousing both here and at Civfanatics, it's the complaint I recall hearing over and over. Mind you my memory might be a bit selective here: as a result of CTP2, I've developed an obsessive interest in Artificial Intelligence in computer gaming.
As for "they made it beatable", I suspect you're right on there. The more I learn about how CTP2's AI works, the more impressed I am. I'm sure that they could have made it much more difficult, in ways better and more subtle than anything we've been able to come up with here.
Peter
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