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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:30
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I've been thinking about this for a while so I thought I'd post it here for discussion.
In the old days (pre-PC) we had games and wargames that were played human v human. One problem was that you needed other people who were also interested in the same game. That's OK for monopoly, but it was especially problematic if you played complex wargames. Then came the computer revolution that allowed us to play games without another human player. Great, but while fun, the games were not as mentally challenging as the previous boardgames. Now we are getting human v AI games where the AI's are getting better. Unfortunately, the best AI's today still only have the thought processes of an ant. Therefore, the complexity of these games are 'dulled down' in order to make the AI competitive without too many 'cheats'. The 'game' becomes learning a set of moves that virtually beat the AI every time. Once players understand how to beat the game, many look for ways to make the game more challenging such as the civ 1 city game etc or stop playing until the next version is published.
What I'd like to see developed are human v human games that are only playable MP. NO AI. Without the restrictions of the AI, I believe that civ-type games and wargames could be created that eliminated the necessary over-simplifications that are so irritating to some of us. Broadband internet connections already make it possible to interact with people from around the world so it's no longer a problem to find other game-players. Imagine playing the old SPI board wargame "The War In The East" with someone (or a group) somewhere across the world without the tedium and problems of casting die, checking rules, and moving precariously balanced stacks of armored divisions. I envision the computer and game, without AI, as a facilitator for complex human v human competition built around the game rules, rather than a competitor itself. For me, that would be a great improvement over the current (repetitive) game choices.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:30
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Spencer, look at my thread named "Massive Multiplayer Civ?" and tell me if that's getting closer to what you're thinking of. One of the key ideas there is to do replace the AI with human opposition.
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pg
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fps type games are extremely different from civ. the biggest difference is probably the length of the game(20mins per duel or teamplay game in most fps) and the fact fps games are much more social. fps games also have dedicated servers so people have a place to meet up(the most popular servers are always busy 24/7). observing or sitting on the side lines of these games is also quite easy. most servers usually have a capacity for 16(but many have more now) and usually only 8-12 play max per game. many servers have 8 or more spectators waiting to join the game quite a bit. also i'm pretty sure the people who play fps games are much different than civ players and much more inclined to be competitive and try multiplayer gaming.
civ could have a much stronger multiplayer community than it does now if it took a clue from fps games or battle.net. setting up a civ multiplayer game is a pain in the ass and patience seems to be the most important skill a civ player needs.
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Maquiladora
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I can see what Spencer is saying but its not that much of a problem, besides, no one wants to play a hugely complicated game online. The best thing is a perfectly balanced game, AI or no AI, thats where the longevity in MP is.
By the way I dont think FPS are more social, in fact TBS are more social since you have more time to chat between turns and you usually get along with the people youre playing in some way if youre in a long interesting game. But in FPS, omg.... OMFG BS H4X n LIES TBH, and you quit, **** that.
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Panzeh
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War in the Pacific is very detailed, but it's nearly unplayable and the AI sucks. We don't need details down to the squad level.
Basically, its AI will play one basic strategy, and if that's not possible anymore it just 'shuts down'
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Quezacotl06
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Maybe the AI can constantly undergo improvements? It watches the player play the game over and over, and it just emulates strategies. Maybe the player data can just be sent to Firaxis over the internet, where they can quickly find imbalences in the AI and fix them (like an automatic update or something)
You'd just need a pattern-recognition filter built into the game, and the AI "learns" how you win, and why you win, and those counterstance areas are what they focus on the most.
For example, in SMAC, the SP "The Virtual World" is invaluable to the University Faction. So if you're an AI playing the University, then the AI concentrates on making sure they never get it (Either by nabbing it themselves, trading the tech to friends more urgently to encourage others to try and get it, or conquering the base itself). Eventualy the AI could even learn to mind-control the base 1 turn before the project reaches completion (if you're a smart player and you try doing that yourself)
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Brent
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But only if and when you want it to. Maybe you will always be able to play without it taking advantage of its analysis of you if you want to even after it has gotten to know you.
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Quezacotl06
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Yeah, you could have the difficulty settings, and choose between the standard AI and the "adapted" AI, both with their own difficulty levels. An automatic update can improve them both, too.
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Epistax

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of Bananas
May 2001 time: 00:30
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-Replying to the initial statements-
I both agree and disagree. AI should be completely modular, that is, an AI sees and knows nothing that a player doesn't. The first impact of this is your desire: the AI has absolutely no effect on the game engine.
My rules of an AI:
1) No AI shall know if a given player is Human or AI.
2) An AI shall be given the same amount of information as any Human who would be controlling the same player, with the exception of rule #1.
3) An AI shall have no pre-programming aside from the interpretation of the rules of the game (eg "This is good", "This is bad"), all further technique is extrapolated, or assisted based upon the difficulty setting.
(obvious 4: no engine parameters can depend on the type of controller (Human or AI) for a given player)
This does make for a slow AI, however the alternative is a cheating AI. If you want to play multiplayer, the AI simply isn't used. At any time a Human can be subbed for an AI, and vice versa.
Anyway that was all a tangent. The real deal is:
If you just follow basic principals of software design, AI will never affect the game. Either the AI and game engine are separate units, or you are doing it incorrectly.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:30
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Back, again, to the OP, I agree with SpencerH. The strategy games are dumbed down because of computer logic limitations. This still limits the human players -- even when no AI players are active. The mechanics of the game are modified to accomodate the limited AI intelligence. The type of intelligence needed in the AI programming is just not there yet -- at any price.
When I was younger, I also played the SPI, Avalon Hill, et al wargames. A lot of fun, but tough to find players. I ended up playing Squad Leader solo because no one I knew played that game. Thinking back, the amount micromanagement needed to play that game was astronomical.
If they would just take these older wargames, computerize them, I would be the first to purchase and play these games against online opponents. I wouldn't even demand state of the art graphics. The fun was in the strategy and competitive nature of the wargames. SPI must have made 200+ board wargames. Some of them were awesome!
* Shogun Gunner 's thoughts fade back to an era which is forever gone 
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