except it's not really that simple...
Lets suppose you have an input node for every hex on the map. On a small map, thats in the lower 1000's. However, it's not a boolean variable, a node always has a theme, an overlay, may have a treasure site, may have roads, and may have a stack of 1 to 6 units. Each unit may have mystical city upgrades, and may have any of 4 experience ranks, as well as a champion rank which increases it's health. You'll be megabytes in RAM only for the very first layer of your network. Even if at turn 1 most will be unexplored (and thus, empty ? but you can infer information...), late game big maps will require a RAM beyond anything we've ever seen on cosumer hardware. For the first layer of your network. And no, reducing map size is not an option.
That's an amount of information complexity that you're not going to be able to handle with a neural net.
Current AI works by setting a target (like a city the AI wants to capture). Then every induvidual stack will either go towards that target, or take other battles in might want, like clearing treasure sites in an owned city's domain if it thinks it can win that battle. Cities look at the available resources and decide to go build something based on that. If it detects a threat to a city, it'll try to move troops towards it. That's basically all the current AI has to worry about, and it works suprisingly well.
An all-encompassing neural net just isn't going to work. There's to much data.
Also, autonomous vehicle isn't really a comparison. Most of what it does is check for the marks that make up a road, and stay between then, then make a couple distance checks, and worse case do some navigation. It's not really all that complex. AoW is.
Lets suppose you have an input node for every hex on the map. On a small map, thats in the lower 1000's. However, it's not a boolean variable, a node always has a theme, an overlay, may have a treasure site, may have roads, and may have a stack of 1 to 6 units. Each unit may have mystical city upgrades, and may have any of 4 experience ranks, as well as a champion rank which increases it's health. You'll be megabytes in RAM only for the very first layer of your network. Even if at turn 1 most will be unexplored (and thus, empty ? but you can infer information...), late game big maps will require a RAM beyond anything we've ever seen on cosumer hardware. For the first layer of your network. And no, reducing map size is not an option.
That's an amount of information complexity that you're not going to be able to handle with a neural net.
Current AI works by setting a target (like a city the AI wants to capture). Then every induvidual stack will either go towards that target, or take other battles in might want, like clearing treasure sites in an owned city's domain if it thinks it can win that battle. Cities look at the available resources and decide to go build something based on that. If it detects a threat to a city, it'll try to move troops towards it. That's basically all the current AI has to worry about, and it works suprisingly well.
An all-encompassing neural net just isn't going to work. There's to much data.
Also, autonomous vehicle isn't really a comparison. Most of what it does is check for the marks that make up a road, and stay between then, then make a couple distance checks, and worse case do some navigation. It's not really all that complex. AoW is.