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JeffL | 3 years ago

That's what the developers say, but I think it's part true and part a cop out. The AI in Civ 5 & 6 is just so so bad, that it's only challenging when you play on the really hard modes that gives them all sorts of cheats. And then it's a bit less fun because you're walking the line between impossible because of the cheating and having to essentially exploit the AI because of the cheating.

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.

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SCLeo|3 years ago

Actually, if you play Stellaris, there is a mod called StarNet AI, which uses weights that are considered "meta". From my very limited personal experience (I got destroyed), it is not really fun to play an AI that uses very good strategies as it eliminates all previously viable, but not optimal playstyles.

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

This comes up often in discussions about Axis & Allies Online. It has an AI, but it’s pretty basic and really only there as an aid to learn the rules before playing humans. The main way the game is played is ranked play on the built in ladder against humans, or custom games. There’s a discord that runs regular tournaments as well.

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.

istinetz|3 years ago

You can definitely give AI agents 'personality' - preference towards certain tactics, different play style, built in weaknesses.

In the context of Civ, you could have each civ leader have unique personality, and that would add a lot of color to the game.

baazaa|3 years ago

IMO it's the reverse. I could swear some of these games intentionally keep the gap between good-play and bad-play very small so as to hide the deficiencies of AI.

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

Sid had achieved competent but un-fun AI early on in the series and backed off. Players hate it because of how good it is at sacking poorly defended cities, especially early on when the AI knew too much about the global map.

int_19h|3 years ago

A good AI shouldn't need to know any more about the global map than a human player would in the same situation. If they made it see the whole map, it's basically cheating.

JeffL|3 years ago

The main thing I'd want in a Civ AI is to be barely competant at combat. Right now, if you can get a couple archers up in time, you can beat an AI army that's 2-5x your size depending on the terrain. Yeah, it feels bad as a beginner when you haven't bothered to build any military and an AI comes and kills you, but a beginner should be playing a beginner mode.

I'd love God mode AI to put up any sort of half decent fight without needing to have so many more units that just go through an endless meat grinder because they can't coordinate or figure out how to back off and heal.

acdha|3 years ago

> when the AI knew too much about the global map.

Is it that players hate good AI or that flagrant cheating breaks immersion? I think the latter would be an interesting AI target: can you make something which plays well but doesn’t do things which are obviously impossible for the player to do in-game - e.g. helping the AI with some extra resources isn’t glaring but having attacks perfectly target things the AI shouldn’t be able to see, or instantly repair damaged units, etc. is something you could never duplicate even if you were the best player in the world.