Freudian Freudian

AI - Emperors new clothes

AI - Emperors new clothes

Like most who play this game I was intitially impressed by the AI of this game simply because they kept attacking me when I was weak. But the more I play the less impressive it seems.

Research: The AI is horrible at research. Military, military, military. In my latest game I am up to 2035 and no AI race has Industrial sector or Invention matrix yet. They never research any of the diplomacy or cultural domination tech lines (even those that persist in building influence starbases). As long as you hold them off initially, the game is very easy to beat even on the highest diffilculty. At first I was happy with the no tech trade option in the new patch, but if they can't even get a good balance with insane amounts of tech trade how will it look if they can't?.

Starbases: The AI doesn't know how to build starbases. Or rather they build a lot of crap ones but never a good one. As a player I focus on getting fewer but good starbases. The AI likes to have 5 economy starbases around its planet, each without a single module.

Influence: A concequence of the AI never researching any of the Influence tech is that I win cultural domination victories without even trying. My latest game (huge map, bright difficulty) I currently have pretty much all the map dominated now. And I wasn't even trying. Two embassies over 15 planets and not a single influence starbase. Still I am taking over planets culturally. Why? Because I researched all the way up to cultural conquest while the AI never do. In a desperate attempt to avoid winning this way (pretty much every game I play end this way, long before I get to build any cool ships) I gave all AI races that whole tech line for free to avoid taking over. Seems like it is not working anyway since I am so dominant now. Guess I just have to avoid researching that whole tech line in the future. But taking over planets without trying revealed the next AI flaw...

Planet management: The AI can't build decent planets. Way too few factories, so they are constantly underdeveloped. They put embassies on tiles with bonuses for research/manufacturing. I have yet to accidentally culturally conquer an enemy planet where I felt they had made a good job making the planet useful.

Ship construction: The AI does a good job adopting their weapons/shields after what I have previously used against them. But they never build the larger ships, despite having the tech to do so. Just fleet after fleet of smaller ships.

I think this game has a lot of potential and it is kinda fun. But the flaws in the AI make it far less challenging than it should be. Sure I can play at Suicidal that will enable the AI to cover up some of the flaws by insane spending. But the flaws will still be there.
46,939 views 78 replies
Reply #51 Top
Basicaly the people coming to defend the AI have not exposed its weaknesses yet via gameplay. You will eventualy. Then you will be in the same boat as the rest of us of being able to beat the game on at least tough every time.

I second that.

There have been postings trashing the AI which were one-sided and exaggerated, even offending to the devs and Brad in particular. This is disrespectful and nothing constructive will come out of it. But others have been flaming people for nothing more than describing AI weaknesses, and those made me think "you simply haven't seen yet what I've seen".

GC 2 makes a lot of publicity with its AI, not without reason. It is also a big argument against the "necessity" of multiplayer. The downside of this is that the AI will be watched very closely, and that people might be disappointed because they expected more than there really is.

When given the opportunity, I'll gladly try to help improving the AI by describing weaknesses I've found or gamey tactics which could be prevented - but don't shoot the messenger.
Reply #52 Top
Just for balance I felt I should point out that I have seen the AI build ships that move faster than speed 2. Speed 6 if memory serves. Since my fastest combat ships were moving at a mighty 3 or 4 at this point it might have been a decent tactic. Of course my ships had more weapons, on account of the lack of engines, so they killed them when they got there.

Moral of the story, don't assume that just because the AI sometimes builds slow ships that it's stupid. It doesn't always and being slow isn't intrinsically bad, it depends on the context. After all first strike isn't everything, especially if you put a few defenses on your ships. In combats lasting 10 rounds does it really matter than you fired 10 to their 9?
Reply #53 Top

If you find the AI good, then you can express your satisfactiion, you dont need to be so rabid in your attacks on those that might not be as satisified as you. You faill to make any rational arguements and just resort to ad hominem attacks on those that arent at happy as you. You basicaly accuse me of being a liar and a spoilt brat.

As I have said several times in this thread, I like GC2 and think the AI is strong in some areas. However I point out the FACTS that it has some obvious failings. I am quite specific about what these are and am sure they can and will be attended to in future patches as that seems the intent of the developer, which I applaud. Please point out where I have demanded anything. I did say that the AI was hyped and it is. I play alot of less mainstream games so perhaps I have higher standards. I realy thought in this game the AI was going to be hard to beat wihout it cheating but that is just quite honestly not the case. Im sorry but for me that is the truth. I dont know why my description of my experirences with the game have to offend you so much. I dont explode with self rightous rage every time some one describes the contrary to my experience and says they find the AI hard to beat do I.

Stardock have my money, they have been compensated for any effort they have put into the game. The logical extension from your attitude is that we should swoon with gratitude everytime we buy something that is not a total and blatent rip off.

It seems like stardock are good devs but I can think of several devs that are just as good in there relations with those that play there games. Battlefront. Panther Games Shapnel games to name a few.

Of course this is good, but realy it is what we should expect as given. If we did expect it as a given and used out consumer power to punish those that are the worst examples of publishers such as EA games then perhaps PC gaming wouldnt have been going down the toilet for the last 5 years. If we take the attitude that one is spoilt to ask for quality then we deserve to get hosed by the industry/





Edited to Add: Also the victories I have won have all been diplomatic victories. After you have won a few miltary victories you will be so powerfull that other civs wont attack you so you can just give em stuff, anyone who dosnt become your ally. well thats a very bad short term decision by them.
Reply #54 Top
AI sometimes builds slow ships



I have in 4 games played on gigantic never seen an AI ship above speed 2, regardless of the context. Wether it was attacking me or I was attacking it. I believe that conditions may prompt the AI to build above speed to 2 but those prompts need to happen more often as sighting of AI ships above speed 2 are rare to say the least.
Reply #55 Top



Next time, I will try a medium map with only five opponents. Maybe that will help. Does the AI become tougher if it gets bigger? So far, I just kinda do whatever I want without much opposition.

Also, I think the AI needs to be more aggressive. If I play peacefull, they never attack me. Maybe I need to get up to a more difficult level. And also, because they treat each other the same as they treat me, they spend a lot of time just grinding each other down while I sit back and get staged to dominate.


Just some comments on these lines:

I am normally a Gigantic map type person.... but I have found that those exact settings: Medium map, 5 AI tends to be an excellent game with solid wars, good AI defense, culture becomes important and the player ability to out-colonise the AI is significantly cut down. I also tend to use rare suns, rare planets, rare habitable in order to leave everyone with basically just their system. It takes a while to kick off (except the Drengin who build a large fleet) but when it does, it gets pleasantly messy.

On the AI not attacking you.... if you play at intelligent and start as either a Good or an Evil race... someone will probably declare on you by the end of the 1st year..... then they will stay at war until either a) They win b) They get into a lot of wars c) You buy them out .. or d) You build a bigger fleet than them. If you play at lower levels, the AI seems fairly random in who it will attack from what I have seen.


Thanks you for this advice. My current game is on crippling, so I do believe the AI is not hindered in any way. I don't want to pick an evil or good race however. I like the Terrans and just want to stick to that. I will up the difficulty again next game.


Also, I think the AI needs to be more aggressive. If I play peacefull, they never attack me. Maybe I need to get up to a more difficult level. And also, because they treat each other the same as they treat me, they spend a lot of time just grinding each other down while I sit back and get staged to dominate.


What the *(%#? I initially thought the AI is TOO aggressive, until I learned what makes it tick and learned how to make the AI leave me alone, eventually! Do you guys invent this stuff or what?! It's the same "MOO2 had the best AI ever, amazing 3D battles and even GODZILLA, and it was giving you money from the CD-ROM drive, too" syndrom

Stop slinging mud for the sake of slinging mud, what's up with you?


Hey, I am just posting my own experience. Like I said above, I am playing on crippling. So far, I haven't been seriously threatened. As the above responder suggested, perhaps I need to not be so neutral in order to be attacked more readilly. But no, I am not making it up. And my intent is not to bash the game. The more I play it, the more I understand it. It IS an enjoyable game. I just want what many other people want I think, a more improved AI. The Devs do respond often and that is great. That is prehaps the same reason that so many people complain. Because they think their voice counts!!! If the game is hard for you, and you can't keep the AI off your back then that is great. But so far, it hasn't happened to me, so back off.
Reply #56 Top
(It never biulds ships above speed 2, fact.)

WRONG! I've even encountered 4 speed fleets when I was using my point scouts to stay just 2 pc away from it's attacking fleets of 2 speed. It started generating some 4 speed fleets to take out my scouts so I could no longer shadow the attacking force coming at me. Also it's troup transports were all 4 speed and sometimes these races had bonus movement points.


Play more than 1 game before you start making comments of "fact". I find a lot of people start doing that with the AI's of games. They play one game on a simple difficulty and then call the AI easy or lame. And/or they just start lying outright about playing higher difficulties and blah blah blah. Especially when a game is great like this one and they want to see it fail or not be as good as their favorite game. The game hasn't been out a month yet and I find it highly unlikely anyone has played enough games on ALL difficulties with different settings to even comment if the AI is good or not. So you won a game or two, doesn't mean you're going to win them all. And how many have reset their starting positions before starting a game? Huh Huh Huh? Making damn sure you get a perfect starting position with many star systems near you? Huh Huh Huh? How many haven't "RELOADED" a saved game cause they lost a major battle and or planet attack? Huh Huh Huh? How many load up on ABUNDANT anamolies so they can get an early advantage? Huh Huh Huh?? Yeah, I remember the cheats and exploits of Civilization being posted all over the place. No wonder people don't get any challenge out of the game, they've exploited everything they can and still expect the AI to be challenging. lol Playing on TINY/SMALL maps and colony rushing 1 or 2 AI players!! lol An cmon how many of you always take the ION drive tech before starting the game? That's a major advantage over the AI right there. I think they should make it where you can't purchase this tech at the beginning. It makes colony rushing soooo easy. But, every AI players should get it for free.

Also how do you know what the AI had built on a planet before you conquered it? Did you put in enough espinoage to see what they were building every turn from turn 1? No, I didn't think so. The AI for all you know may be changing around what they build a lot more than you do. You don't have a clue if they are or not. Personally I've found some excellent structured planets and some that at first while I thought they were stupid to ME, they made sense later the more I thought about it. One had over 10 embassys, well that kept me from conquering it with influence bases. So, I finally sent in an attack force and took it by force. Was very "intelligent" of the AI player to do this for this particular planet.

It also builds medium size fleets, though the Drengin seem to love small hulls and with their wars with other AI players if you don't get to them early, by the time you do they will have huge amounts of hps and bonuses from experience.

If you want a "TOUGH" challenging game, I DARE you to set all the races to "WAR" stance with you at the start. Then we'll see who's the better "ma(chi)n(e)".

There are just too many options not to make a challening game out of this no matter what level of experience you have. That's why it comes with so many settings. Just like Combat Mission, which I think has a pretty dumb and lame AI, but, with Optional settings I can still make a "challenging" game out of it.

And compared to "Age of Wonders" AI, this AI is superb. Since Frog was asking compared to what, I'll compare how GOOD it is vs AOW's stupid sorry no good for nothing AI. And don't even get me started on Rome Total Lame Wars AI. The sorriest AI I've ever seen.
Reply #57 Top
I'm not a comp. sci. major, more of a general sci/math major, but I took a couple of basic comp. sci and logic classes for fun. And one thing I understand is that programming AI is one of, if not the, most difficult undertakings in programming. Humans are best at using heuristic solutions through abductive reasoning, and the worst (in general) at deductive reasoning. Computers, OTH, use deductive reasoning (the type of reasoning which they are spades better at than humans) and make use of algorithmic solutions, and are poor at abductive reasoning.

Think to yourself and see if you can come up with some algorithms for playing this game, and you will see how difficult the task is.

Brad, I understand the AI is your baby, while some people (some probably unintentionally, some not) are insulting it, try not to take it too much to heart. Understand I'm not trying to insult you or your AI (as I have some appreciation of the difficulty involved in its creation). However, I am confident you can still strive to improve upon the infrastructure you have built and can make the AI even better.

However, know ahead of time there will still be those that aren't satisfied, but I am glad you are willing to do your best for the love of your product.

Hope this post doesn't look as smarmy as I think does. It is really meant to be genuine.
Reply #58 Top
I just fdont understand posts like this.

I am pointing out the faults in the AI because I want my enjoyment of the game to continue, which to happen needs the AI to be improved in very specific key areas, not because I want to rubbish the game. Why when you criticise the AI does everyone go off on massive hysterical rants based purely on totaly incorrect assumptions. Why cant we just have a calm balanced discusion.?

For the record I have never reloaded after losing a key battle or set anomolies to high. I have played 4 games on tough on gigantic Universe which is a lot of gaming time. I played one on a smaller map before and got pawned but had never played the game before. I have yet to see any ships above speed 2 so I can only go on my experience. I have read other posts that backed up that observation. If there are conditions that lead the AI to biuld faster ships then those conditions need to be relaxed and or expanded upon.

I can only wonder about what goes on in the mind of someon who thinks I would lie about a computer game and thinks I only want to criticise the AI out of spite. I have much better things to do with my time.

I just want to be challenged by the AI on tough (where it dosnt get bonuses) . Given the presnent condition of the AI that isnt going to happen which I am afraid is a stone cold fact of life. I wish it want. Now just because the AI wont offer a challenge and I am reporting that FACT why does that make me hitler satan and sadam hussien all rolled into one?

Reply #59 Top
pasty11, calm down. No one is accusing you of being satan, and I doubt you have murdered any Kurds lately (or have you? ) I hope you realize that I'm joking. I agree that constuctive criticism of the AI can be good for the game. But try to understand Brad is willing and trying to improve it the best he can, and it won't happen over night. As I said before AI is very difficult, but rest assured, Brad is on the case. Please share any concerns with the behavior of the AI that you see as well as any ideas you have to improve it and hopefully we can all make this game more enjoyable to everyone.

And this last part is not directed to anyone in particular, so please don't fly into a rage upon reading this, but remember the phrase you catch more flys with honey than vinegar, and express your concerns in a non-accusatory or insulting manor.
Reply #60 Top
Sorry Brad, I've seen it happen up to Suicidal.



Sounds a lot like a bug to me. Perhaps the AI is using or stuck on the low-intelligence algorithm.

Reply #61 Top
Oops, I meant to say manner, not manor in my last post! I tried to edit, but I kept getting errors.
Reply #62 Top
I wasnt replying to you Friendly Misanthrope , but to the poster before you.

I have through the entire post pointed out quite clearly and specifiacly the mistakes the AI makes. As a consequence I have been called a spoilt brat and a liar and worse (not by you).

I just dont understand the mind set behind those responses. They react though I have done something Hitleresque.
Reply #63 Top

Guys...

Let's try to keep this discussion civil.  There's a lot of very good constructive criticism here.

I am definitely happy to hear from people with strategies and ideas that would make the AI more effective.

The only place I tend to get off the train is when people start asserting that the AI is "broken" or "bad".  Every game has its strengths and weaknesss and bad AI is not one of this game's weaknesses.  So it's hard not to just start tuning people out who start out by saying how "bad" the AI is because I know it's not bad.

The second issue is that people need to realize that the AI is NOT scripted. That's one of the things that makes GalCiv II's AI special.  It's is NOT told to do X then Y, then Z.

Instead, it evaluates a bunch of conditions and designs its own solutions.  So it's easy to sit back and say "Good grief, that stupid AI build a technology capital on a planet that had few research labs."  I can't solve that with a simple IF THEN loop. The AI needs to be expanded on what it evaluates and what are positive solutions.

Same is true on ships. It's easy to say AI should build faster ships. But the AI doesn't script out what technologies it should get. The reason the aI doesn't currently tend to have faster ships is because it doesn't priorities getting faster propulsion techs enough.

If there's any CS people here, I think they can tell you that the fact the AI designs pretty decent ships was a non-trivial thing. Especially given that it's not cheating to do that. Consider that -- even at the highest levels, we don't just let the AI stuff things on its ships.   YOu can build the same ships.

For many people I think what makes GalCiv II fun is that they realize they're playing a game whose opponents are playing the same game they are.

A lot of stuff mentioned here I've already addressed in internal builds -- particularly colony management.

Reply #64 Top
psychoravin, it's actually you who does a good job of throwing a round of accusations based on nothing more than assumptions. It is your posting that is one of the least constructive ones here.

Note that your whole list of exploits isn't needed to win, not even on Suicidal difficulty.
And yes, I know what I'm talking about, thank you.

(It is true that the AI builds ships faster than speed 2, in my experience AI combat ships are rarely faster than speed 3 though. But even speed 4 or 5 doesn't change much when my ships have speed 10-15. )
Reply #65 Top
I think the MAIN problem here is that there is a diverse set of people in this thread, and the thread has an inflammatory title. If the thread said "AI can be improved", I think everyone could agree with that. But the title of the thread makes it sound like the AI is nothing special - the same old, same old that you get in any computer game that you buy these days - which I think most people, myself included would disagree with very strongly.

Besides, its always fun to some people to target a game's key strength and start a thread that says "Nope, it sucks!".
Freudian's post is actually quite reasonable, its just the tone of the title that has got some people fired up.


Dano
Reply #66 Top
I've mentioned this on another thread, but perhaps it's more useful here.

Does the AI respond to blockades? I wanted to win the early expansion battle so I quickly built some very primitive fighters to take out the opposition colony and scout ships, then placed one fighter in orbit around each planet to stop any more ships getting out. Right through to the end of the game, the AI only built unarmed scouts, constructors and colony ships, despite the fact it had the capability later on in the game to build ships which would wipe out my blockade with ease.

I don't know if this is a one-off (not had time to try it again). Difficulty level I can't remember exactly...it was either one or two notches above normal. High enough that I shouldn't get away with such a crude tactic, anyway!
Reply #67 Top
Brad, good to see you're still with us and not turned away by either destructive comments or petty disputes.

The GalCiv 2 AI certainly doesn't deserve being called "bad" or "broken" at all - I've never seen a better one in a 4X game.
The "problem" is, the better the AI is in general, the more I wonder when seeing things like a wonder on a +300% production tile (good to hear you're aware of the problem) - I can't help but ask "why, oh why has it done THAT?!".

I'm not so sure that research is actually the problem when it comes to ship speed: Admitted, I'm a bit of a speed freak (for good reasons I think), but my ships are almost always faster than AI ships - even when we're on a similar tech level. I don't know how the AI ship design choices are realised, but speed should be valued more I think (compared to the latest official version I'm playing, of course).

Other AI aspects like tech trades, trading away of starbases, starbase design (except for resource ones!), colony management and the like have been mentioned already, I won't repeat them unless specific points come up.

Oh, and thanks again for your dedication to the AI!
Reply #68 Top
It's certainly worth commending that the AI plays the same game as the players. Even on the levels where it has significant bonuses, it's still playing by the same rules.

To get back on my hobby horse, I really think simulation of fleet battles could help guide decision making. You could spend a lot of time trying to tweak some equations to describe the relative strengths of fleets, but simulating a few dozen engagements gives you the real expected outcome. You can essentially use the same mechanism for local decision-making and at the strategic level.

That last I think is important, as there seems to be a bit of a gap between how the AI evaluates it's strength at the fleet-to-fleet level and at the strategic level. I played a game recently where the Altarians declared war, and after destroying a couple of their forward fleets, moved my forward fleet ahead and parked it right beside the bulk of their forces (6 or 7 fleets, stacked). They declined to attack. Perhaps some local decision mechanism correctly evaluated that they would be throwing their fleets away. If so, that is at odds with their strategic layer, which still thought it was almost twice as powerful.

One other note: the AI seems to send a lot of lone transports out to invade my planets. Part of this is that it needs a better sense of what sections of space it controls and what it doesn't. Apart from that though, I think it spends too much on peicemeal transport attacks. Given the investment in the transport and the population, I don't think it makes to launch an invasion unless you intend to take the planet. The AI shouldn't launch transports at planets it hasn't scouted recently, so it has to know the approximate population. It also knows my soldier rating (and its rating), so it should be able to make a reasonable estimate of the number of full transports needed to take the planet, given a certain attack strategy. Even when I've been lax and get invaded, I've always repelled them (so far), usually with most of my population intact.
Reply #69 Top
There is one cheap algorithm I hope gets fixed, and it's the way the AI trades tech...apparently, they're coded to NEVER trade military techs if you have any kind of strong military.

Big agreement on this one. AI's obviously want to avoid trading military tech; but it's not balanced. An AI was willing to give me 12 non-military techs and 2300 in cash for a peace treaty, but no way would they part with the most basic shield technology for peace. Kinda silly.

Reply #70 Top
You can't please everyone all the time, huh.

People were complaining that AI would trade military techs too easily, leading all the ai to specialise in the same tree.

Now they made AIs more reluctant, but now they won't trade their techs.

Fix idea : the AI should only be willing to trade military techs that are significantly below their actual level

Fix idea #2 : you need the prerequesites to trade for a certain tech

I like #2 more
Reply #71 Top
Well, I toyed with the idea of starting another thread for constructive AI feedback, but since Brad is still here, here goes. First off, I'm going to say that this feedback is based on what I've observed. If some of this stuff is already coded in the AI, well, all I can say is sorry, but I haven't seen it - maybe the routines could stand another look-see.



Planet utilization:


The AI should place much higher priority on putting the appropriate building on special tiles. I would argue that nothing, no Galactic Wonder/Trade Good/Super Project is better than having a factory on a 700% bonus production tile, for example. The same for a 700% research tile (although I've never seen one). With regard to 300% tiles, the difference is a little softer. Personally, I would never put anything but the appropriate building on one of these tiles either (except for the food bonus tile).


I think the AI should begin to keep track of a parameter which I call the "state of colonization". This refers to how much of the galaxy has been claimed - it should be possible to come up with an AI estimate for this even without cheating based on using the galaxy map to look at influence.


No manufacturing/economic/research capital should ever be built on a poor (low PQ) world. As Brad said the AI isn't scripted, I believe it should be able to project, based on it's current situation, how the worlds under it's control will look like when fully developed. It should place the capitals based on that projection, with the likelyhood of actually doing the construction based on how close the "state of colonization" is to complete. Once a capital is built, the AI should have a bias toward building the appropriate structures (e.g. factories for a manufacturing capital) on that world. A small bias is probably fine, I don't think we need to see a fourteen factory+manufacturing capital world.



Ship construction:


Speed, speed and more speed. Nothing is more important in the early game than speed. While the "state of colonization" is low (early), the AI should be biased heavily towards speed research through Impulse Drive. Increases in engines should be immediately reflected in upgraded colony ships. Furthermore, the AI should never use the original colony ship design. With even primitive Terran Alliance technology, you can design a colony ship with 2 hyperdrive engines and 2 basic life support modules, a speed 3, 3.5 parsec range ship.


An advanced colony ship scramble technique. I always pack the maximum engines on a colony ship and only add life support to fill out the hull. If I reach a situation where the colony ship needs more range, I will create a new design with one less engine and more life support. I will not necessarily build that ship though - instead, I will run a fast colony ship as far as it can go, then upgrade it at the edge of my range. (Actually, this is a place where the AI could do better than I, as it could evaluate the turns lost to upgrade and figure out exactly what the best distance to upgrade is).


Speed should be more of a priority for fighting ships as well. I think it may be counter-productive on tiny hulls, but small hulls should always have an engine I feel. Medium hulls should always have one, and possibly two for fast "raider"-types. While I almost always add two engines to large hulls, I'm not sure I recommend that - but one should always be there. Transports, needless to say, should always have engines, preferably a pair, or even more.



Ship utilization:


Transports - when running transports up to a world to invade, the AI shouldn't just run the transports up to the world on auto-pilot. The "Rally point" for an invasion should be about 1 turn's move *away* from the target world to minimize the chance of interception. Furthermore, combat fleets should be targeted to this rally point as well in order to take on the possible defenders. The AI should realize that even though a world may be undefended, unless you can move a transport onto it in one turn, any human player can and *will* rush buy at least a cheap defensive ship. So a transport without escorting ships is *never* a useful idea. (This is a different decision from having ships in the transport fleet).


Attacking with fleets. A common complaint that I share is that the AI doesn't attack enough. This has a host of ramifications, not least of which is the occasional "Defense is useless" thread on the forum. If I had to guess, I think the AI is evaluating whether or not to attack based on estimating whether or not it can win the battle. My first suggestion would be that this at minimum needs to be changed - even if the likelihood is that the attacking fleet would be lost, the AI should look at the damage done to the defending fleet - if the damage done to the defenders hurts them worse than losing the attacking fleet hurts the AI, it should attack. It should also evaluate the possible outcome if the AI does not attack and the player attacks the AI - if it is better to attack than to defend, and the AI cannot retreat (for technical or strategic reasons), it should attack. I believe taking those two evaluations into consideration will lead to much more attacks being green-flagged.



Research:


Certain technologies seem to be dramatically underweighted by the AI. Xeno Entertainment, for example. Or Xeno Ethics. Sensors. Whatever routine the AI uses to decide what to research next could stand some adjustment. That said, I'd like to propose something that may or may not be possible: the "Research Alliance". This is a trade agreement, but instead of an agreement to trade current technologies, it's an agreement to trade *future* technologies. Basically, it's the kind of agreement human players would make in MP - "I'll research Laser III, you research Enhanced Deflectors, then we'll trade them." It would then lock your research into researching whatever you agreed to research, and the trade would happen once both projects were completed. Since this would basically double the research speed for the empires concerned, it would only be possible at a high level of friendliness - hence the term "Alliance". Oops, that's a feature suggestion, not AI. Heh


There have been many suggestions about trading - I'm not sure what to do with them, and I don't have anything to add at this point.



Starbases:


As has been said, starbases are an area where the AI could stand some serious beefing up. Many small starbases are much less useful than a few big ones. The AI should give more weight to adding modules over creating additional bases. Defense of starbases should play a role in the AI attack algorithms as well - if an enemy fleet is within it's attack range of a starbase, fleets in the area should evaluate attacking it. Again, win/lose should not be the only determinant of whether an attack is a good idea, it should also look at whether the AI fleet can damage the opponent enough to make them unable to take out the starbase.

When at war, Military starbases become primary targets. The AI should divert/construct more constructors to beef them up, as well as using fleets in the area to defend them. When on the offensive, the AI should evaluate where it's attacking, and give heavy emphasis to attacking enemy military starbases in the area. It should not do this indiscriminately (otherwise players will just spam no-module military starbases), but instead evaluate whether the starbases are contributing to the enemy forces significantly or not. This becomes much easier if the AI builds high speed "raider" type ships.

Also, on the offensive, the AI should bring it's own constructors with the fleet, and in areas of heavy combat, drop its own military starbases near the front lines.
Reply #72 Top
All good suggestions, Brillig.

Also, on the offensive, the AI should bring it's own constructors with the fleet, and in areas of heavy combat, drop its own military starbases near the front lines.


That's just evil.
Reply #73 Top
patsy11 said:
The games I know of that have the best AI are indy titles made by small development teams on small budgets. Namely Highway to the Reich (Amazing AI) and Dominion Wars 2. Is it a coicidnece that indy titles have great AIs and mainstream titles have poor ones, not if the mainstream is using the AI of RTW as a yardstick.


I believe patsy11 is referring to "Dominions II: The Ascension Wars". I can't strictly say one game has a better AI, as I've seen many AI anomalies in each of them, and the games are different. Dominions is ten times more complex than any other game of which I've heard, and its AI beat me for the first several months, even though I now consider it unchallenging. But then, Go (a trivially simple game) has no AI algorithms that can ever beat an experienced player. So there's not really a direct correlation between complexity and AI capability, either - I've never beat a Go or Chess AI, but I've beaten all other AIs I've ever played, and only been troubled by the AIs for Dominions (for a few months) and Total Annihilation's player-made AI mods (that cheat quite extensively). And in all that, I can't say I've ever seen strategy game with better AI than GalCiv2 (despite its weaknesses). Jagged Alliance 2, Unreal Tournament, and Total Annihilation (all ancient games) had good AI, but none were strategy games (the good TA AI was tactical AI).

Maybe people have too high an expectation? Strategy AI is not a solved problem. It's easy for a human to notice that the AI spams useless, level-0 starbases, but the literature has no algorithms to regulate such things. I learned today that Dijkstra's shortest-path algorithm solved a problem that was open for 6 years, and I was shocked, because it really is a trivial solution to a trivial problem. But that's how math works. You can't just demand that someone find the roots of a quadratic formula - since it's obvious were they are when you draw a parabola - before the quadratic formula is invented.

Personally, I like the fact that GC2 is improving at such a rapid rate, and don't plan to play it again until it's "peaked" - similar to skipping appetizers so that dinner is that much more enjoyable. But no experienced person should expect to be demolished repeatedly by an AI for a complicated turn-based strategy game that plays on equal footing, when the entire human race can't devise a good AI Go opponent.
Reply #74 Top
Well, I must say that I'm not yet experiencing the disappointment that some of our more militarily adventurous galactic leaders have delt with the concerning the AI of this game, but I'm glad of the conversation. It cannot help but make the game better. The tone of this thread is pretty mild compared to a few other threads in this forum and yet I find myself grateful that it's not my job to swim through all these helpful suggestions each day... I learn so much, but it's kinda like learning to swim in a rapids.
Reply #75 Top
You know... galciv2 is a multiplayer game. It is everyone-versus-brad. now *thats* what I call a MMO