I’ve been getting a lot of messages. Let me first say that I get between 20 to 30 a day (just messages, not counting my regular email) so I tend to be very very slow in getting back to them (I apologize in advance for this).
But the most common question I have been getting these past few days is “How will I know if the AI is “good enough”?
Now, I understand that people want the game to come out on August 24th (the scheduled release day). I very much want this too. But we’ve been working on this game for a long time and we want to get it right and the AI is a big part of that. If the AI isn’t ready, we’ll push it back to the next retail slot available to us (February 2011).
I am pretty confident that the AI will be ready. So again, how will I know if it’s ready?
The basic answer is, if it can beat me on my test map, it’s probably ready to go. The test map consists of a main continent and 4 islands. Thus, the AI has to be able to handle everything from me simply walking to him and crushing him to taking care to not let me take over the islands and wipe him up with magical spells (the shards are on the islands).
There’s lots of other strategies in between I’ll try out on it and have it learn. But that’s the basic minimum I expect – be able to play a good game without having to cheat.
Today, I focused more on the nuts and bolts. Getting the AI to build a decent army and start carefully targeting cities and units that it thinks it can take. One AI player ultimately beat out the other 3 and won the game (I wasn’t participating in this game). It didn’t do it very well IMO. It was inefficient and sloppy but it did, after many new functions being added, eventually get its act together beat its AI competitors.
But it has a looong way to go. The TACTICAL battle AI I won’t get to for another 2 weeks. That’s why we haven’t been showing it yet. Then there’s the matter of it using magical well both tactically and strategically.
The part I’m really not looking forward to is dealing with islands and human cheese (build up via magic a wall of mountains or turn your area into an island).
I am happy to say that right now, the AI does do some critical (and difficult) things even now such as designing its own units (non trivial), intelligent building up a city under many different circumstances (again, non trivial, the GalCiv AI never built its planets well ). It can recruit NPCs. It can marry and have children. It can gather together units and form a combined arms army. It can research technologies intelligently.
So even at this stage, other than the island hopping and the tactical battle AI (and having it cast spells) we could toss out a “challenging” AI if I let it cheat enough. Of course, that’s not acceptable. The AI needs to play well without having to cheat.
I’m going to toss in a disclaimer here – EVERY AI I’ve ever written has guys who have just gotten incredibly good or found some loophole and said “The AI sux!11!”. This will be the case here too. I’ll be working on this AI for years to come.
If you have any questions on AI development, feel free to ask here.
p.s. Hello to my friends on CanardPC. 