I guess that the AI will have problems with planning and strategic "awareness" even with this cheat in place. I mean, how many games on the EUIII's level of complexity have a non-cheating AI that can provide a good challenge to the player?
I think the problem is, the ai can not guess the same way as a human can. So it must be substituted with knowledge.
Well, when your navy moves out of its visibility range, what should the AI do? You would have to program some procedure by which is estimates the position of your fleet, based on where it saw it the last time. It would then plan its movements accordingly.Why cheat there? Is there any problem if the AI only knows fleet locations the same way the player does (neighbouring armies, provinces, or fleets)?
Hmm, this might be true for a game of chess. But there are more possibilities in a game like eu. And we don't have one ai, we have many ai around the globe. The performance could be really slow through this. Don't you think?
Looks pretty clever. Maybe its to costly to implement for Paradox? Or didn't they recognize such possibilities?
Why cheat there? Is there any problem if the AI only knows fleet locations the same way the player does (neighbouring armies, provinces, or fleets)?
Programming that sort of AI would take a lot of effort. And you would still have to program all the stuff it has now... how to intercept, how to avoid getting intercepted, how to form concentrated fleets in war time, how to split off fleets if land units need transportation, and so on. It's just so much easier to just let it know where everything is. It still makes for a fairly predictable AI, but at least it does not fall for the most obvious traps.
Yeah, I guess you are right. I never thought of that.WhitemageofDOOM said:It would multiply the amount of processing the AI has to do massively for every, single, country.
Here's where the challenge would come in. Should it assume that your fleet kept moving into the same direction it was last seen heading? That would make the AI awfully easy to trick into traps. He would still want to chase your small fleets, you could easily keep a large fleet in a seazone where he has no visibility yet, and dangle a small fleet in front of his eyes like a carrot. Because he does not know about the large fleet, you could easily lure him into traps.
This is an example of a bad cheat - the one that gives idiotic results and annoys the player. Well-designed cheats only HELP the AI in areas when it needs help, but they don't destroy the whole game balance or make realistic strategies totally useless.Nothing is more annoying than when an equal army defeats you regardless of how fortified you are, what terrain you sit on.
AI cheating and AI competency are not contradictory - they can supplement each other. Nobody is saying that the devs should stop AI development - quite the opposite. However, realistically the AI will always need to get some help in X or Y.The AI should always be made smarter, regardless of difficulty. He should always try to flank, set up defences, guard his coasts, "avoid" tensions and flex his muscles. In other words, become more "human".
Why couldn't just PI hire guys to play the AIs. Game would be more expensive...but would be totally worth it.