Article View: comp.sys.ibm.pc.games.misc
Article #82398Re: GalCiv II: Computer AI debugging
From: Craig Swanson
Date: Mon, 23 Jan 2006 21:13
Date: Mon, 23 Jan 2006 21:13
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5048 bytes
"Brad Wardell" <bwar...@stardock.com> wrote in message news:yZudnZa7eZRE8UneRVn-og@comcast.com... > 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 > > Very interesting. I am glad to see that the computer AI is being taken seriously. For a few years, I was in the camp of thinking that multiplayer was the cure for bad computer AI. But now that I'm busier with life(TM) I prefer to play my strategy games against the computer only. I just don't have time to spend a day looking for someone else to play. So a smart and challenging computer player is very important. -Craig
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Path: mbox-mo1.pugleaf.net!g2news1.google.com!news2.google.com!news3.google.com!border1.nntp.dca.giganews.com!nntp.giganews.com!local01.nntp.dca.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Mon, 23 Jan 2006 15:13:30 -0600 From: "Craig Swanson" <csw...@gmail.com> Newsgroups: comp.games.development.design,comp.games.development.programming.algorithms,comp.games.development.programming.misc,comp.sys.ibm.pc.games.misc,comp.sys.ibm.pc.games.strategic,comp.sys.ibm.pc.games.strategy,comp.sys.ibm.pc.games.war-historical,comp.o References: <yZudnZa7eZRE8UneRVn-og@comcast.com> Subject: Re: GalCiv II: Computer AI debugging Date: Mon, 23 Jan 2006 16:13:33 -0500 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2900.2180 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.2180 X-RFC2646: Format=Flowed; Response Message-ID: <1Z6dncRATaZm20jenZ2dnUVZ_sudnZ2d@giganews.com> Lines: 68 X-Trace: sv3-scQqoVu0/nBc2lIm/WVEX2Lc3nLFeZmJEa4q6D2a91EBFrNtoXerhWuhR6E/3rkQRfUCU6sVfAzHUya!7meH8izJTL1cES+igyunmzehE8mYWcRQ2mSfWEc+AUBOZUYtunYEd5BxPuo6q7wYL8wcNxwdXIw= X-Complaints-To: ab...@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.32 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit