12. Artificial Intelligence¶
- Three difficulty level: easy, normal, challenging
- Moderate thinking time
- Include elements of chance, but also predictable
- Some central switches: peacefulness, ruthlessness (diplomacy), special affections (technology, navy, …)
- Memorize past actions during a game (maybe also between games but then can be turned off)
- Should communicate reasons for its actions
Minor Nations should
- act defensively (never wage war, not even on other minor nations)
- sell resources and buy consumer goods
- Should have optional a personal flavor for each grand nation, definable by some sort of sliders (peacefulness, greediness, …)
- Should have aims/goals like assimilation in X years, war in Y years and act according to these goals but also redefine them from time to time
- free parameters not determined by the goals are maximized for certain general criteria (money, military, industry)
- Military AI: takes roles (defender, attacker) but never defends completely, always at least tries to counter-attack
- Military AI: single provinces: rather defend (aggressive, cautious), rather attack(aggressive, cautious)
- Declare War, Beg for Peace and then shortly after Declare Ware again without rebuilding phase – this should not happen!
- As a inferior Nation an A.I should basically try to not attack meaningless but also not give in. Just concentrate on defending and surviving.
12.2. Rapid feedback¶
I would like to test AIs fully automatic against each other. This means that I can adjust parameters and then let them run against each other. Ideally I would also get online feedback from players playing against the AI, probably more detailed than just who won. Possible benefits:
- Improve AI performance
- Find optimal parameters (preferences) depending on country and starting value
- Get fast feedback on new algorithms.