Article View: comp.sys.ibm.pc.games.misc
Article #82346Re: GalCiv II: Computer AI debugging
From: Bateau
Date: Mon, 23 Jan 2006 06:26
Date: Mon, 23 Jan 2006 06:26
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4044 bytes
Ooh a sequel. I played the first one, and right now I am tediously slogging through Arcanum so I can uninstall it and start playing Gal Civ 1 + the expansion. "Brad Wardell" <bwardell@stardock.com> wrote: >Back a couple of years ago there was a great deal of discussion on Usenet >with regards to the GalCiv I AI. Most people thought it was pretty good but >others felt the military tactics were bad. That while the AI provided a >challenge, it mostly was able to do so because it was more effective at >managing its economy/industry than the typical human and thus could >essentially "win" through brute force. > >In general, my view was that the AI worked pretty well but militarily was >disappointed. The main issue was its lack of coordination in projecting >military power into a given quadrant. The result was hat looked like the >age-old "Death train" (That's where units uselessly throw themselves at a >wall dying with no purpose). There simply wasn't enough analysis on putting >units together and using them effectivley. > >A lot of this came down to being restricted to CPU light algorithms. GalCiv >I was a sprite-based game -- no hardware acceleration. So the graphics were >CPU bound. Even though the AI is, and continues to be, multithreaded, there >are still very real limits on how much time can be spent generating >multi-turn strategies. GalCiv II, however, is 3D-accelerated which has >freed up the CPU a great deal. This has allowed for greatly expanded >algorithms during military endeavors without raising the hardware >requirements (in fact, on the typical PC, GalCiv II will run better than >GalCiv I did ironically despite immense graphics improvements and 3D >engine). > >A lot -- A LOT -- of work has been going into the AI of Galactic >Civilizations II in order to not just make it "challenging" but to make it >play intelligently. There were significant chunks of the GalCiv I AI that >were scripted. That is, the AI is programmed to do certain things due to >play-testing over and over. This time around, we're trying our best to make >the AI build strategies based on analysis and not rely on scripts. > >The improvements in the AI have led to a lot of changes, probably the >biggest one being the elimination of the infamous "The AI knows where the >good planets are" issue that GalCiv from the OS/2 days on up to the 2003 >release of GalCiv. GalCiv II's AI has to build scouts and look for good >planets just like everyone else. > >To get an idea of what is involved in debugging such an AI, I chronicled one >such game. Mind you, we're now doing several of these types of games each >day to tune the AI, to find flaws, etc. The idea being that when the game's >released, the difficulty levels will determine how smartly the AI plays >rather than age old "Here's some money (or less of)" way that strategy games >have used as a crutch. > >Anyway, here's the URL to the AI debugging session entitled "Human/Drengin >wars". I through in flavor text as well to make it more interesting to >read. ;) > >http://www.galciv2.com/Journals.aspx?AID=98513 > >Brad
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!nntp.waia.asn.au!203.59.27.186.MISMATCH!newsfeed.iinet.net.au!newsfeed.iinet.net.au!per-qv1-newsstorage1.iinet.net.au!per-qv1-newsstorage1.iinet.net.au!per-qv1-newsreader-01.iinet.net.au!not-for-mail From: Bateau <Bateau-is-a@MAN.invalid> Newsgroups: comp.sys.ibm.pc.games.misc,comp.sys.ibm.pc.games.strategic Subject: Re: GalCiv II: Computer AI debugging Date: Mon, 23 Jan 2006 14:26:01 +0800 Message-ID: <hnt8t19fffcl03sk2itb1fbs64e8jh3g15@4ax.com> References: <yZudnZa7eZRE8UneRVn-og@comcast.com> X-Newsreader: Forte Agent 1.91/32.564 MIME-Version: 1.0 Lines: 58 NNTP-Posting-Host: 203.59.198.132 X-Trace: 1137997560 per-qv1-newsreader-01.iinet.net.au 3524 203.59.198.132 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit