MadMaxHellfire
Arcane
my point is "boohoo, 4x suck because they don't do this - dude, start playing decent games and you'll see they do this - boohoo, you are trolling".
fuck off.
fuck off.
Citation needed?
Kewl. Just needed that confirmation.Almost a decade in the games industry and double that as a programmer in general. This statement is part anecdotal, part personal experience, of course. But look at how some of the AAA games have AI much worse than indie games.
Yes, yes. Real AI scarcely exists outside of some Google/NSA lab or an anime series.As an aside, what passes for AI in most games is not really AI per se
Yes, though even as a layman on the subject, I kind of suspect that it isn't really realtime. I think some things are processed in realtime, but other things are refreshed over time. For example, the "AI" decides to build X amount of ships based on X variables, buildings are built to support this. No further processing is necessary unless the variables determining the number of ships it needs change and that could be refreshed every few minutes or so. Just how I think it might work.Admittedly, real-time games and AI pose some challenge - which makes the Paradox AI pretty impressive, imo. It is much harder to build AI that has to perform in real-time on a wide range of hardware, than an AI for a turn-based game.
my point is "boohoo, 4x suck because they don't do this - dude, start playing decent games and you'll see they do this - boohoo, you are trolling".
fuck off.
and yet you fail to see thatAlmost a decade in the games industry and double that as a programmer in general.
paradox games aren't real time but actually turn based.Admittedly, real-time games and AI pose some challenge - which makes the Paradox AI pretty impressive, imo. It is much harder to build AI that has to perform in real-time on a wide range of hardware, than an AI for a turn-based game.
paradox games aren't real time but actually turn based.
With this in mind, I like you list Ray and how you decided to tackle the problems presenting themselves for the most part. A lot of the things I'd like to see addressed in a 4x game didn't make your list - but rightfully so. Again, we can hardly expect some indie to tackle problems even big players failed to come up with a decent solution to in decades.
Well, as I often say, I am not an indie game developer... I am a professional software developer who has just decided to make a game that he's gotten tired of waiting for game companies to make (a modernized MOO1). Most of my 30 years of so of programming experience lies in a lot of fairly complex engineering applications. And to be perfectly frank, all of the AI issues I listed in my post are fairly trivial to fix. I think the real problem is not their difficulty, but that solving these problems is not a priority for game companies since there's very little return on investment for it. In addition, the constant market pressure to reiterate games as new versions (Civ 3, CIv 4, Civ 5, Civ 6) almost always resets the AI for these franchises back to their starting point which means we always see the same problems.
What I listed are problems I have noticed in my gameplay and that I notice other players complaining about to this day. I'd certainly welcome input on other AI problems that players run into. If I have a list of problems, I can fix them and then open up the code for anyone else in the future.
Anyway, all those complains about AI tend to forget the AI is not buying your games. He is only there to entertain the player by losing gracefully.
paradox games aren't real time but actually turn based.
If by that you mean 1 turn = 1 day, I think that is being pedantic
I think this is fundamentally an issue with most games' tech trees. Games of this nature have several kinds of tech trees that have come to dominate the system: Either the "do all the things tech tree", or the "randomly or choose parts of the tech tree you simply won't get because reasons". This, of course, is not a really realistic tech system at all. WHY, exactly, am I arbitrarily forced to choose between fusion bombs, fusion missiles, or fusion power?A big reason for this problem is that these kinds of games have too clearly cut positive feedback loops where strong empires only keep getting stronger when history shows that doesn't happen. Small defeats result in lessons learned and those nations improve themselves while the ones unblemished by losses barrel head first into situations they are unable to overcome (EI: Imperial Japan): Victory is not a great teacher and it is a trap humans continually fall prey to.
That is, of course, what happens if the problems in question ARE inevitable, but they aren't. The Roman Empire wasn't INEVITABLY bound to disintegrate, it was a series of growing problems either left unresolved, or resolved in a manner which created another, bigger problem. Presumably, resolving such problems could itself be an interesting game...in most games, they aren't, because managing your own empire is far less interesting than painting the map. This, of course, is the wrong approach if the ultimate goal is to make the game an Empire Manager. Managing the empire itself should be the interesting game, painting the map a byproduct of that. With games like EU and the like, peace is boring, there's nothing you can do during it. If you're not fighting a war with something, or PREPARING to fight a war with something, you're basically just sitting there waiting for something to happen, there's nothing you can proactively do or any issues to resolve.A lot of people are put off by mechanics that have feeling of inevitability. If my massive empire is bound to suffer civil war and disintegration, and I have to play whack-a-mole with rebels, I can feel the game is taking away my achievements and ignoring my awesome map-painting skills.
That is, of course, what happens if the problems in question ARE inevitable, but they aren't. The Roman Empire wasn't INEVITABLY bound to disintegrate, it was a series of growing problems either left unresolved, or resolved in a manner which created another, bigger problem. Presumably, resolving such problems could itself be an interesting game...in most games, they aren't, because managing your own empire is far less interesting than painting the map. This, of course, is the wrong approach if the ultimate goal is to make the game an Empire Manager. Managing the empire itself should be the interesting game, painting the map a byproduct of that. With games like EU and the like, peace is boring, there's nothing you can do during it. If you're not fighting a war with something, or PREPARING to fight a war with something, you're basically just sitting there waiting for something to happen, there's nothing you can proactively do or any issues to resolve.
You don't have "cultural and religious conversion" unless you go and conquer another culture's people to convert to yours. You're doing these things so you can...get ready for another war! Because I don't really see anyone playing these games as Bhutan, staying to their fascinating little sandbox for the entireity of the game. Nobody plays like this! Imagine if running your empire was actually so engrossing that the only reason you ever started a war at all was because it was necessary to stabilize your own empire in some way, not because you actually wanted to grab someone's clay. In the real world, there's a lot of wars like that: People fight, no real territory changes hands, and you call it a day. In a game like EU? It's an utterly pointless exercise to start a war without taking something out of it. War is a tool of map painting, and not map painting is boring as fuck. You're either painting the map, or you're preparing to paint the map.I see, I hadn't considered that perspective to be honest. I actually find peace during EU to be equally interesting to war time, depending on the geopolitical situation and my goals during that particular game. I am busy building up the economy, colonizing, cultural/religious conversion, diplomacy, etc. A lot of the time I find the aftermath of a war one of the most interesting parts of a strategy game. I don't really see peace as a time for preparing for the next war. In some games yes, but not always. Empire / nation management can be pretty fun, I think.
doom mechanics for precolombian nations in eu4.Imagine if running your empire was actually so engrossing that the only reason you ever started a war at all was because it was necessary to stabilize your own empire in some way, not because you actually wanted to grab someone's clay. In the real world, there's a lot of wars like that: People fight, no real territory changes hands, and you call it a day. In a game like EU? It's an utterly pointless exercise to start a war without taking something out of it. War is a tool of map painting, and not map painting is boring as fuck. You're either painting the map, or you're preparing to paint the map.
That is, of course, what happens if the problems in question ARE inevitable, but they aren't. The Roman Empire wasn't INEVITABLY bound to disintegrate, it was a series of growing problems either left unresolved, or resolved in a manner which created another, bigger problem. Presumably, resolving such problems could itself be an interesting game...in most games, they aren't, because managing your own empire is far less interesting than painting the map. This, of course, is the wrong approach if the ultimate goal is to make the game an Empire Manager. Managing the empire itself should be the interesting game, painting the map a byproduct of that. With games like EU and the like, peace is boring, there's nothing you can do during it. If you're not fighting a war with something, or PREPARING to fight a war with something, you're basically just sitting there waiting for something to happen, there's nothing you can proactively do or any issues to resolve.A lot of people are put off by mechanics that have feeling of inevitability. If my massive empire is bound to suffer civil war and disintegration, and I have to play whack-a-mole with rebels, I can feel the game is taking away my achievements and ignoring my awesome map-painting skills.
I guess I am geeky enough to just enjoy "role-playing" whatever nation, and doing whatever feels like the right thing. Not that I don't find joy in a game of map painting, and spreading Bavarian, Italian or Ugric dominion over all over Eurasia. But sometimes I just want to stay "in-nation-character" and enjoy the unfolding whacky alternate history. Half the fun if such a game is watching the rest of the world, perhaps intervening if I think the AI is painting the map in the wrong colors. It's like when you're playing board games and you don't care about winning, but just want to ruin Bob's day and watch him rage.
But that's one of the great things about strategy games - they accomodate very different playstyles. Open-world RPGs have a bit of the same.
There's also the divide between competitive AI and immersive AI. AI personalities, for example, play a huge part in AI quality, often negatively. Giving the AI personalities makes the game feel more alive and causes it to seem like it has more character, but it also means that various personalities are going to be better suited to playing the game than others
I agree completely with this! To me, the point of the AIs is to create both an immersive and challenging experience for the player. I believe that it's possible to accomplish both of those ends without cheating.
Interesting article, and kind of funny that it uses Master of Orion as an example, since I think MoO1 is one of the few TB strategy games with a decent AI that keeps providing a good challenge for experienced players.
I think the clue to making a good AI is to not make the game too complex with too many options, at least on the strategic level.
And for single player games I think it may be better to intentionally make the factions not balanced. This creates a better dynamic and less predictability.
The end problem with procedurally generated galaxies has to do with size. At some point, there will be too many stars & civilizations for your computer to handle.
I've worked quite a bit on memory management in Remnants and plan to allow the creation of galaxies with up to 10,000 systems. While I understand that 10K is not galactic size, it's still far more vast than any other space 4X game and frankly unrealistic to expect anyone to complete. It's there for me to do performance and memory tuning (which no one seems to do any more).
Keep in mind that a true AI has its own view of those 10,000 systems, so 20 AI races means 20 views x 10K stars. You can see how quickly it multiplies if you don't optimize.
I mean, the unfortunate reality is that the best way to get good AI is to continually update it over the game's lifecycle to reflect shifting metagame and strategy and the gap between how the game is expected to play and how it actually plays, which involves a lot of unpaid hours. Patches go so far, but obviously there's usually so much they need to cover in terms of bug and balance fixes that the amount of time that can be devoted to improving the AI (on top of the amount of time required to teach the AI new or fixed features) is not going to be a huge amount.
I think it's very possible to develop a 4X AI that will absolutely crush human players. Given that, it's then possible to tone that down and create competitive AIs that have variation based on personality. Besides 90% of personality is just dialogue, not action, so a good writer will do wonders for that.
As per the first point in the original article - you cannot write the AI if the mechanics keep changing
To repeat myself: AI requires good programmers with solid knowledge of the game mechanics, lots of testing and iterative changes. Studios prefer to push AI as a technological obstacle, when it is very much a $$$ / project management issue. True, it can be a symptom of crappy or lazy programmers, but if the rest of the game is functional and polished, odds are the problem lies elsewhere.
I'd say offering a better AI would make for a better return on investment if that was mated to a decent game as a whole. About the only 4x game with a AI approaching decent in my experience was GalCiv2
Yes, but you got the priority backwards. A good AI (for a complex system like a 4X) requires an expert player to create it. They need to be able to program too of course, but actual programming skill isn't nearly as important, and AI logic usually doesn't need to be very elegant to be functional (often, you're left with a huge number of conditional statements). This is why you have all these amateurs making great AI mods that blow official AIs out of the water.
That isn't to say that programming skill isn't important at all. Processing time, readability, expandability, stability, etc. will all benefit from programmer skill.
One issue is that for whatever reason, most game developers are not skilled game players - not even at their own games. Anyone who has played competitive games where the developers openly play as well can likely attest to this generalization, and competitive games should logically be selecting for developers who are more skilled as game players to boot. I don't understand in the slightest why this seems to be the case, but that's life.
If I had to make a guess as to why, I think programmers are (on average) not very competitive individuals. There's a host of other possible explanations, but that would be quite a detour from the subject at hand.
It's also probably why I am interested in making a more immersive AI (i.e. with personalities) rather than a hyper-competitive AI.
It's also probably why I am interested in making a more immersive AI (i.e. with personalities) rather than a hyper-competitive AI.
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I'm making one now. But it took me forever to figure how sole pilot can affect entire world of warring factions in meaningful way.A space combat game with dynamic world would be neat.
Individual agents are not thinking much about strategy. They mostly react to immediate situation according to their stats and random rolls. Having some virtual baron amange individual province is not computantially much different with one AI making decision for each of those provinces action. In fact, it can be even less complex, because AI has an excuse to not coordinate thinking of individual provinces with each other much.Well, for Crusader Kings 2, it is a lot more than 30+ entities for the AI, as there are hundreds of counties and thousands of characters, all capable of performing individual actions and having to respond to other characters plotting against them, wars, raiders, events, etc.