(no title)
dgant
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3 years ago
The dirty secret is we think we want the AI to play more realistically, but actually don't. This is true in many games but especially Civilization, where we rely on the AI behaving predictably to feel mastery over the environment, and for diplomacy to feel "fair". If the AI were playing to win, diplomacy would mostly evaporate as a game system. It'd break the fiction of the game.
JeffL|3 years ago
I don't necessarily want an AI that tries to play like a human, though it would be a fun option, I want an AI that isn't just straight up terrible given the same starting resources and rules as the player.
Part of the problem, I think, is that each iteration of Civ, they make the game more complicated in a way that makes it even harder for the AI to do as well as a good player, but probably most players don't care and there isn't a lot of reason to become good at the game anyway.
SCLeo|3 years ago
Also, it feels _really_ good when you get to a new ship tier faster than your neighbors. The reverse is, however, very frustrating, as you are forced to play catch.
simonh|3 years ago
The problem is AI for complex games like that is absurdly hard to develop. The combinatorial complexity of a game like Axis & Allies is something like a hundred orders of magnitude greater than chess. It’s probably similar with Civ, probably a lot more so.
But aside from just competency, what makes playing humans so compelling is personality. Human players range the full spectrum from terrible to excellent, but even beyond that they vary massively in the ways they are terrible, and the ways in which they are excellent. With A&AOL there are top tiered players that employ radically different strategies, to great effect.
baazaa|3 years ago
The lack of choice in buildings, reasonably inconsequential bonus tile yields, minimalist tech tree where you have to research everything, lack of synergies between buildings-resources-terrains, etc. all make a lot more sense when you see what horrendous decisions the AI makes even on hardest difficulties.
1123581321|3 years ago
unknown|3 years ago
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orthoxerox|3 years ago
In SMAC you could make a single proposal per turn. If it was good, they would accept it, if it was almost good, they would counter your offer, if it wasn't good enough, they would actually get madder at you and stop talking for the rest of the turn (or for a few turns if you relations were that bad). That was the only feedback you'd get.
This small change made parlaying with AI leaders feel more realistic. Instead of going "Hm, you won't give me Zaragoza and all your money, because 'we are losing' is only at +15, I'll come next turn when it should be at +17" you start building a mental model of each leader and proposing deals you think they should accept.
MaxikCZ|3 years ago
We want AI that is capable to never miss, and then is tuned down in a controllable matter. We want smart AI that are dumbed down in precise ways to create illusion of dumb AI, not dumb AI boosted by resources and damage modifiers to give illusion of a smart one.
You can make smart AI look dumb (thus weaker), but hardly ever you can make dumb AI look smart, thus now the strong AI is just dumb AI with advantage
blkhawk|3 years ago
The issue is that a lot of things a computer controlled player does is entirely too easy to implement with just a few random rolls. This starts to fall apart if you want to vary the difficulty. So you can get a credible if disdained "AI" in a lot less effort that say training a Neural net to predict what action a human would likely take next.
There simply is no "GPT-1" AI of playing a game yet much less a "GPT-3" level one and I do not think that it would be entirely easy at all to "tune" it in any way to get a consistent difficulty scale.
andsoitis|3 years ago
root_axis|3 years ago
ethbr0|3 years ago
And that was 10 or so years ago.
Which is more constrained than your average 4X, but not fundamentally different (resource + research + movement + combat).
Vespasian|3 years ago
Every one gets a challenge (or not if they chose so). We are probably not quite there yet.
BlueTemplar|3 years ago
unknown|3 years ago
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raincole|3 years ago
The dirty secret is that we don't know if we want that. So far we don't have technology to make Civ AI play remotely like a reasonable human (at least not on a consumer grade PC). So we have absolute zero data point on how players will react to that.
synu|3 years ago
kevinwang|3 years ago
mabbo|3 years ago
The neighbour saw this and sent me a message saying "If this were a harder difficulty mode, I would think you were planning to attack me!"
flohofwoe|3 years ago
E.g. you could start an "interesting" conversation with a random NPC in GTA or Hitman instead of getting the same pre-canned reactions over and over.
The downside then however is that the scripted characters which are important for driving the story forward will feel like pre-programmed robots compared to any 'unpredictable' random NPC ;)
fshbbdssbbgdd|3 years ago
setr|3 years ago
If the diplomacy mechanic cannot survive with players playing to win, then it’s clearly the diplomacy mechanic that’s wrong — diplomacy in reality is an inevitable result of multiple players playing to win; you don’t do diplomacy for fun, but to shift the world-state slightly in your favor by unifying against common threats.
Something must be fundamentally wrong with the model if it cannot encourage the most basic action within that model, without a player acting completely against his own interest
lordnacho|3 years ago
Let the AI know everything, in the way that a father knows everything when teaching chess to his kid. But instead of just nurturing an independent chess player, feed the player with dopamine experiences that keeps him playing. Early victories, the joy of discovery, interesting diplomatic situations. Once they can play better, stretch it out a bit, more intricate setups.
No idea how to code this up.
seszett|3 years ago
Sakos|3 years ago
BlueTemplar|3 years ago
Meanwhile an AI better at roleplaying now seems to be a low investment for a decent reward situation ?
as_bntd|3 years ago
treeman79|3 years ago
3 starter cities compared to your 1. That can be brutal to overcome. Top players like potato mcwhisky basically have to know every little thing possible to win.
MagicMoonlight|3 years ago
If AI was playing rationally then you would actually be able to understand it’s decisions and it wouldn’t do random shit or block deals because of RNG
badpun|3 years ago
epigramx|3 years ago
gmadsen|3 years ago
idk know why this keeps getting repeated, it is NOT a statistical analysis of past data and a prompt. It is not just pattern matching. It is building models to predict patterns, which is a very different statement. And the fact of the matter is, is that is mostly still an unknown blackbox. It is an area of active research to understand the mechanisms of this blackbox.
catach|3 years ago
I suspect that our brains are so profoundly hardwired to recognize certain signal patterns as proof of conscious intent that soon, even experts who should know better are doomed to be fooled. The layman has no chance.
AuryGlenz|3 years ago
presentation|3 years ago