You're right. I wouldn't be surprised if Viky or HoI2 did something like this already to handle their more sophisticated military maneuvering. However I meant in the general case - including things like economics and diplomacy.Symmetry said:In terms of wars at least, there are some pretty easy answers to that. EU is actually turn based on the day to day level. In general there are far to many possible actions per day to make tree searching practical, but if you restrict yourself to just looking at troop movement, and only include branches for a unit when it arrives at a destination the problem becomes pretty tractable. Include some good rules for judgeing states, use a progressive deepening search with the normal alpha-beta, and it ought to work pretty well.
One of my favorite things about EU2 was that, because there was no real gamerule stopping it, occaisionally a minor could get out of control and become as big as the majors. I'd be very disappointed if that kind of randomness was removed.Maschadow said:One dont have to run full cycle of AI for every X-stan. Only the bigest players need full AI.
Smaller countries should just react to others actions, and dont think by themselfes. Call them prey countries or whatever.
The problem was that when a major was eaten the effect rippled because it would do things like leave countries unconquered, areas uncolonized, etc. The obvious way to mititgate this is to have the "peaceful.ai" minors switch to some kind of generic "conquerer" or "areaX_colonizer" if they manage to somehow grow extraordinarily large or gain a large coastline.
If I wanted this thread to rapidly grow out of control itself, I could call it "situational ai."