forget the AI, can we at least expect a relatively problem-free and stable MP experience?
minority said:I think the technical difficulties in creating an AI that can function without cheats is the biggest factor behind AI cheats.
I'm not a computer scientist or mathematician, but don't chess AIs require quite some processing power to pose a decent challenge? And this is with a lot of academic work devoted to it already.
I wonder whether the same feat can be achieved for an entirely unique environment and system Paradox creates in Rome without allowing for cheats?
cheers
JeraMoya-009 said:So if it aint broke dont fix it? i dont have EU3 but it sounds like it did not reach realism by letting the AI cheat. Brings me back to the good-all AI of the Total War series.
minority said:OTOH, the TW series usually has fewer countries, less diplomatic actions and a much simpler economic system overall.
cheers
kierun said:I can understand your frustration.
However, here is why I think naval attrition was taken out: You a fleet. You have a number of friendly ports and a large number of sea regions. You want to calculate the shortest path between your current location and the location you want to go to, say a port. You want to calculate an attrition while you move so you can decide to rest in a friendly port.
For a human, this is easy. You watch the attrition of your ships and when it's low, you look at the map to find the closest friendly port. Easy.
For an AI, this is a travelling salesman problem. It is NP complete which means that it is the hardest sort of problem that exist! Graph theory research is still trying to figure out a "cheat" for that one.
For more information, have a look at graph theory, road networks and travellers route choice within road networks for some current research.
It is my impression that games AI has considerably improved over the last two decades due to truly impressive developments caused both by the availability of considerably more processing power, general increase in knowledge and methodologies, and considerably larger budgets.Starforge said:As a long time player of Paradox games - the problem with AI cheating is no real suprise to me. AI and cheating is used in nearly every strategy game put out in the last 20 plus years (and argueably the AI has actually backslid over time.) The lack of improvement in this area is sad but also sadly understandable.
Now you are voicing (in the second part) a concern that has often been expressed on the Paradox forums (catering to MP and powergamers), and one I find it hard to relate to.All that being said - I don't personally mind the AI cheating as long as the difficulty level or level of cheating can be controlled by the player. As is - it seems that the trend here at Paradox is to make the games a challenge to the powergamer / multiplayer crowd as opposed to someone wanting a casual SP experience. Making this difficulty adjustable through the difficulty settings should be a priority IMO (but then I'm one of those casual SPers so I'll admit to being a bit prejudice here.)
Nobody is well served by unstable software. It is hard to imagine anybody who fundamentally disagrees with you on this one.Add to that things such as the DV release wherein I get to roll the dice on whether or not my computer will CTD frequently or not has made me wait on purchasing all of these games / expansions until I know the stability is there as is the playability (for my style - it's my money after all that we're discussing here.)
Peter Ebbesen said:It is my impression that games AI has considerably improved over the last two decades due to truly impressive developments caused both by the availability of considerably more processing power, general increase in knowledge and methodologies, and considerably larger budgets.
I find it hard to understand the "backsliding" argument when one considers just how few cheats games put out today have compared to "the good old games" that typically cheated left, right, and centre, in ways the player could in many cases not easily detect because access to information on what AI controlled factions did was typically minimal.
In my experience, when ignoring the simple and well described game types like chess and instead focusing on more complex strategy games - games that have typically grown more complex over time too - games' AI development over time has been, while a bumpy road, one of increased prowess over time.
Peter Ebbesen said:Now you are voicing (in the second part) a concern that has often been expressed on the Paradox forums (catering to MP and powergamers), and one I find it hard to relate to.
- Looking back on any Paradox game, you'll see that AI changes and cheats are always based on the singleplayer experience, since the AI has no function except being a minor roadblock in MP.
- The AI changes and cheats are not generally based on what a hardcore powergamer would need to get a real challenge with a major nation but on the cases of weaknesses brought up and widely supported in the general forum population - the change they get may not be the one they really wish for, but it is their concerns attempted adressed.
- Multiplayer exploits of the game engine that are found out get fixed with direct impact on singleplayer and the same goes for singleplayer exploits that affect multiplayer. However, it is the case that some of the more truly abusive exploits are either discovered or get major coverage in multiplayer while not becoming generally known in a singleplayer environment due to the increased competition.
To take EU3 as an example, when the casual singleplayer finds that playing a major nation in SP on the highest difficulty level is not at all challenging, when he habitually is leading the tech race despite playing extremely suboptimally and not truly understanding what half of the buildings do, while at the same time utterly dominating in the colonisation as well as conquest spheres of the game, when he never faces a challenge except those he create himself, when he posts about it on the forums and gets the support of the other casual gamers, steps get taken to change that equation. As it should be.
If that means that some players have to play on less than "very hard" to have a fun experience with non-majors - if it means they might even have to consider playing on less than "normal" difficulty, or if it means that some players will be utterly unable to play the most backwards nations well on any difficulty setting, well, what's wrong with that?
Catering to the powergamers/MPers? HAH! The vast majority of changes that are not bugfixing are directed solidly at the core segment of gamers, namely those who are not the best, not the powergamers, not the know-it-alls.
Are all changes equally well balanced?D) Are some, in retrospect, not balanced well at all? No to the former, yes to the latter, but the intended recipients are clear in most cases, and it is the common forum-visiting casual SP player.
Peter Ebbesen said:As I don't have time for a long post right now, let me just throw in the following as an aside:
It is fun you should mention Panzer General, a simple but truly wonderful game with an exceedingly poor AI, that was fun to play in SP only because your played fixed setups where the AI so grossly outnumbered you in troops that you literally had to advance your units over heaps of dead enemy units, and, even then, you'd rarely lose a unit yourself so long as you used reinforcements sensibly. If the campaigns had been set up to make the two sides fight on anywhere near even odds, it would have been a complete failure as a game due to the total lack of resistance. (And even with that stacking against you on the hardest difficulty levels, perfect victories were the norm once you learned to play the game)
Today, you complain about modern AIs that need more troops than you can easily maintain to provide a challenge and think it is because of the more options, yet, if the EU3 AI played by those old standards, it should need 5-10 times your troops to even dent your advance (which admittedly is much how EU1+2 played - a near absence of a modern tactical AI)
Compexity breeds more problems for sure, but the general AI in games has advanced leaps and bounds beyond what "adjusting for complexity" might bring.
Peter Ebbesen said:... Most of Paradox' recent games have had remarkably few cheats implemented (minor economic help leading countries to achieve the economy that any well-played human country can achieve), and only one blatant one (the ever present naval issue)...
7thsign said:The real issues with AI is that Paradox really doesn't have the manpower or the resources to create an exceptionally challenging AI without delaying the game drastically. Financially it would be foolish.
Daffius said:Thats why I brought up this issue... Not allowing the AI to go in the red gives a large challenge, but then whats the point of a number of game features that they implemented and gave us the opportunity to use. Why should you waste time and energy to blockade ports if there is no effect? They won't go bankrupt.
And which Total War game would that be? I always found their decent tactial AI to be held back by an awful strategic one (granted, I've not played M2TW, maybe they've improved)JeraMoya-009 said:So if it aint broke dont fix it? i dont have EU3 but it sounds like it did not reach realism by letting the AI cheat. Brings me back to the good-all AI of the Total War series.
Starforge said:Nothing like expecting mediocraty - I guess you'll never be disappointed.
Starforge said:In some ways - it would be better (irrationally perhaps) if this wasn't a map of the world but merely a random map with fantasy names, religions, cultures. Then you could treat the game for what it is - a fantasy 4x blob fest.