Obviously makig real AI is simply not so simple. BR, Iztok
It's not, but it
is possible to make one that's truly vicious without allowing it to cheat.
I play on Tough difficulty level because of two things:
1) I'm a beginner. Never touched the game since a brief foray when it first game out. Forgot everything I learned since then, and had to start over from "So how does combat work again?" and move up.
2) I like to match myself against the AI. If I get really bored, maybe I'll bump it up 3 or 4 notches. But until then, I want to face the AI on an equal footing and use my monkey intuition to overcome the computer.
So what's my intuition telling me is important?
1. Fleets in the right place at the right time are valuable. Fleets halfway across the map are useless.
2. 10 ships with 10 HP, 2 attack, 0 defense and 2 movement are nowhere near worth as much as 1 ship with 100 HP, 20 attack, 5 defense and 20 movement. Against that ship, they're actually worth about nothing unless they can rush past it along a vast frontier.
3. It's the economy, stupid. Either squash someone right now or out-tech, out-spend and out-build them. If you can't do either, you need to get very good at making friends in a big hurry.
4. It's the economy, stupid (Part II). Raw military power is *not* the best evaluation of a faction's threat level. Military technology rating (especially if very different from your own miltech), current cash reserves, maximum income rate and a variety of other factors are more accurate indications of how dangerous your neighbor really is. I've already done the insta-warfare conversion a couple of times when the fecal matter hits the air circulation device, and point #2 becomes strongly related a turn or two later.
5. Never pass up the cheap hit. When I'm rushing somebody's front lines and a 500 troop transport bumbles across their thinly settled planet, take it from them while you have the chance. You never know, that could be where they're building a Super Project.
6. Never pass up the expensive hit either. If the dread lords have a planet uncovered for a turn and I have a transport anywhere vaguely nearby with at least a 30% chance of succeeding, I need to get my butt down to that planet. It doesn't matter what kind of casualties I take if I have 20 planets and they have 0.
...and so on, and so forth. Take a few dozen general maxims and you have the beginnings of an Expert System for GalCiv2 strategy. You need to go through a painful multi-step process to actually use that expert system.
First, you need to find some experts! Not always the easiest task. Then, you need to get those experts to articulate exactly what they're doing in a clearly defined and yet easily generalized manner. Next you must find some better than average programmers to turn those maxims into a decision-making system. (whether it's a multi-dimensional weighting, a decision tree or whatever else is up to them and their implementation)
Once you've done that, you need to hone your rough-and-ready strategic AI. A good way to do that is through multiple generations of AIs fighting each other. Tweak the values, set it up against your not-so-smart previous AI and run, say, 500 games per generation through a thousand generations. Winner gets a chance to 'breed' with random variations, loser is kicked out of the gene pool. Maybe even make it double-elimination to reduce the luck factor. Genetic programming at work!
Take your top 10 or 25 scoring AIs, look at them to see how close they are in both results and how they get there. If they're very far apart in strategy, examine them carefully to see what each one's strong points are. Maybe one is a victory through superior technology AI, while another is a small-map AI that races for Planetary Invasion and ends the game in under 100 turns. If they're all very close together, get some beta testers to poke at them. Maybe the AIs managed to hit some 'local maximum' in their decision-making tools and you need to restart your testing phase.
Assuming all that is done, you now have a batch of particularly ruthless, nasty expert systems
for this version of your game. Less than half of the players will ever match wits with them. Perhaps fewer than 25% even. If a few of those AIs stood above the others and get ranked into Masochistic to Suicidal games, a relative handful of your players will ever get the benefit of all your efforts.
What you've done will probably never show up on a review- game reviewers rarely are the type of strategy player who can look at the rules, play half a game on Medium, and jump straight up to the top difficulty level. Most players will never even be affected by the incredible amount of hard work you and your team have put into the AI. Heck, most of them will never even
know about your work and will spend their time complaining about the graphics instead.
That's why you don't see top-notch AIs in video games.