Putting AI in AiE
Posted: Wed Sep 25, 2002 9:40 pm
Some previous posts have got me thinking about the problem of AI in a complicated strategy game like EiA. The fundamental contradiction seems to be a rational AI is predictable and an irrational one might as well be random. The problem is to make something to mimic a human player, a kind of Turing-test opponent. I’m not a programmer so I don’t know how much of this is feasible but here goes with some observations and suggestions:
How about a simple semi-hidden personality for each leader of a country and a rating for each player’s foreign minister. The personality could be factors like caution/boldness, intrinsic liking/dislike for other leaders/nations (which would change with how those leaders behave) secret obsessions (like a title or piece of territory or an ideological bent the AI player prefers or finds repulsive), vacillation/resolution, how the player reacts to bulling/sweetening and the like. These could be given simple factors which are only known to the players through the rating of their foreign minister. Thus Tallyrand would report relatively accurately that the Duke of Saxony would be greatly offended by a certain maneuver but probably won’t do much about it and will get over it quickly where a lesser minister would be clueless. The likelihood of an offer being accepted or causing offense would be another example of ministerial advice. The secret obsessions would especially serve to give character to the AI players and of course, everything would change with a change of regime. Hidden information is one of the things a computer can do well which are difficult in a paper game and would add a lot to a game like this, it would be a shame to miss the opportuity to do everything a computer can to improve AiE.
How about a simple semi-hidden personality for each leader of a country and a rating for each player’s foreign minister. The personality could be factors like caution/boldness, intrinsic liking/dislike for other leaders/nations (which would change with how those leaders behave) secret obsessions (like a title or piece of territory or an ideological bent the AI player prefers or finds repulsive), vacillation/resolution, how the player reacts to bulling/sweetening and the like. These could be given simple factors which are only known to the players through the rating of their foreign minister. Thus Tallyrand would report relatively accurately that the Duke of Saxony would be greatly offended by a certain maneuver but probably won’t do much about it and will get over it quickly where a lesser minister would be clueless. The likelihood of an offer being accepted or causing offense would be another example of ministerial advice. The secret obsessions would especially serve to give character to the AI players and of course, everything would change with a change of regime. Hidden information is one of the things a computer can do well which are difficult in a paper game and would add a lot to a game like this, it would be a shame to miss the opportuity to do everything a computer can to improve AiE.