unclebryan said:
It would seem that the first test for the AI tactical engine is to be able to win, as any power, against 6 other powers that remain in civil unrest. For this level, the AI would have to be able to move toward supply centers, grab unoccupied ones, attack with support, build reinforcements, and convoy armies (to win efficiently as England).
I think Bryan's putting together some good discussions with his two posts.
An AI for Diplomacy, as has been discussed, would need to handle two things: 1) Tactics (moving, attacking, defending, builds) and 2) Diplomacy. We'll get back to '2' in a moment.
Bryan's test would definitely be a good starting point. If the other positions are inactive, can the AI win?
The next step would be to start adding some of Director's and other peoples' thoughts on personalizing the AI. I'm sorry, but I have to reject the argument that the permutations of moves is too much for a computer AI to handle. Chess is a perfectly good analogy, with each side having 16 pieces.
From what I understand (I could be mistaken) a chess program is strongest in the beginning - because it has opening playbooks with simple if-then variants built in - and the ending when it's become crystal clear what the objective is. Chess AIs sometimes struggle in the middle game and have to start putting together tactical priorities.
The setting of 'playbooks', 'priorities', etc. can be put together by giving the AI a specific personality - a specific winning strategy. For example, France has four possibilities: 1) Try to keep everyone peaceful long enough to secure Iberia, then fold into one of the other strategies - 2) Attack Italy... slower, but if Austria's not doing anything it has potential - 3/4) Attack England or Germany, preferably with the other's help. There are other possibilities, but this is more than enough to feed the AI. At the beginning of the game the AI 'picks' one - and has a certain set of moves to prosecute.
The middle game, with switching alliances, could still be dicey but at least then an AI shouldn't implode in the beginning unless they're simply hit by too many opponents.
The end game with little diplomacy shouldn't matter to the AI. By now it should be well aware that either 1) it has the advantage, find a vulnerable SC and exploit... or 2) someone else has the advantage, and it's attack now or never. The latter part would be a simple SC count, not dissimilar from various games' BB ratings.
Bryan's argument makes a lot of sense to me - teaching the AI to evaluate its potential winter positions, then how to find against a randomly defensive supporting AI, then how to win against THAT. Once the AI is able to do that, human players watching the games can help determine purely tactical blunders that need to be fixed.
2) Now....Diplomacy (interaction) is going to be a problem...there are two possibilities:
A) Simply don't. All SP games are 'no press'/'gunboat.' There are human PBEM games that run like this. If the tactical AI is decent, then this should be doable.
B) All the AI *really* needs to know is 'who's my friend? who's my enemy?' (We'll ignore deception and non-aggression pacts/DMZ pacts for the moment.) If the AI has a (loyal) AI friend, then the computer treats them as one power. That would help it handle supports, convoys and the like. Enemies will get a taste of the tactical AI above.
The real problem I see is AI friend with human. We don't want to give the human limited control of the AI pieces, that's too vulnerable to exploit.... so we have to worry about coordinating attacks, including supports and convoys.
Diploming with the AI....is doable. I would recommend Paradox try to find Trust or Betray: Legacy of Siboot, c 1987 by Chris Crawford. It involves you and six AIs with distinct personalities. You're trying to get information on other contestants from them, and they want information on what you know. What you learn could determine how you do in the night's contests. Each AI has ratings of fear, trust and love for the other players, determining how likely they are to trust you with information, or betray what they know about you to others. Something similar could help determine 'relations' between the six AIs and player, which would trigger a warlike response or desire to work together as above. This will definitely require a lot of work and discussion.