Just a thought, how AI is GalCiv really? It appears to play the same strategy time & time and doesn't learn from my play (which very predictable
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AI's in most game don't learn from the player. That's a helluva work. Galciv ai learnt from some things that Brad could get through the metaverse, but that's all.
So if by smart you mean 'able to learn', the ai in Galciv is not smart. Neither is the ai in any 4X game that I know. The best intelligence we can currently hope to code is that where the ai notices actions by the player and reacts to them, preferably well (like saying "don't build up", launching preemptive attacks, demanding starbases...).
In order to learn, you would have to be able to recognize strategies/tactics, which in itself is not really easy. Then you'd have to see that a pattern of succession of tactics is often made. This can be done inside one game, but over several games it would need some saving of the tactics to files, which hazs its own problems (see below). And then, the ai should try to react, until it finds a good way to counterattack. Then it could use this way to counterattack until you come up with a flaw in the counterattack and exploit it. Saving previous player strats to disk and looking for the player's moves in the database (or, maybe better, copying its tactics) will lead the ai to make a lot of mistakes because players will adapt much faster than the ai. For instance, the ai may put as much weight on your 3 firt games strategies as on the last game. If so, it will waste time considering inefficient newbye
strategies. If it doesn't, it may miss something actually clever.
I could go on forever (or quite a while anyway)...
Also, the big point is to recognize a threat. There are several cases of false threats reported: You cross a friend's sector with an army on its way to a common enemy and your friend protests, despite your never betraying him before. Is this intelligent or paranoid?
The ai must check for every possible threat in order to defend properly: Are those five speed7 constructors nearby threatening? No? Terror star. BOOM. Even if the ai recognised a terror star for what it is, would it know that constructors are dangerous without turning paranoid?
Note that offense looks easier than defense to me, because defense must take into account cheese tactics while offense will usually not (though checking for undefended targets is something you must think of when coding an ai).
Overall, galciv ai is quite clever, but too hard coded (tech tree) and thus predictable, and a bit poor on the tactical scale, as it doesn't know which unit is best to build (AMMs), and doesn't adapt to mods done to existing ships. For instance, it can do nothing with a constructor + a -9 range colony ship. It would require lots of thinking in order to do:
1)My colony ship needs a yellow star to be useful.
2)There are none in range. Solution?
3)Increase range.
4)How? Tech? Won't increase enough. Constructors can be used to increase range too.
5)Send constructor to target sector with uninhabited yellow star...
Not an easy task when there are many such situations in the game to consider...
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