Well, for what it's worth, I have always been struck by the fact that P'dox positions its games in a niche we could call "historical sandbox", which I swear must be the most difficult of all to produce a workable a.i. for! How do you get an a.i. that both behaves in plausibly "real" ways for the historical scenario envisioned in the game yet does not follow a tightly scripted sequence of actions? All of their games require this balance in one way or another.
Another discussion of a.i. got me to thinking about why the a.i. in War in the Pacific Admiral's Edition is so good (and it is good, if you've never played that monster
). I think the reason is that the historical scenario is so tightly controlled. The war is between two parties, the Allies and the Japanese. You can actually "turn off" China, if you want to -- and although most of the units in China have to stay there, in order to avoid upsetting the strategic situation in the rest of the Pacific war, those units sit there and don't do much of anything. In general, the a.i. acts to establish a defensible perimeter for the Japanese, or collapse it for the Allies. In other words, it does what the historical actors did in the war. It is quite capable of surprising a human player, but does so only within a prescribed set of limits.
I do think that the kind of a.i. thinking represented in HOI3 is a real advance from what we had seen before, although at present its fruits are mostly to be harvested in the future. And here's hoping they're transferable to this game!
Another discussion of a.i. got me to thinking about why the a.i. in War in the Pacific Admiral's Edition is so good (and it is good, if you've never played that monster
I do think that the kind of a.i. thinking represented in HOI3 is a real advance from what we had seen before, although at present its fruits are mostly to be harvested in the future. And here's hoping they're transferable to this game!
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