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Old December 1st, 2006, 12:44 PM
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Default Re: SEV: Taking me to the edge of sanity

Quote:
Arralen said:
But there's an easy solution to this:
Atm, the AI programming is still following the concepts of the '80 .. but instead of giving the AI only some seconds to "think" between the player hitting the "end turn" button and him eagerly awaiting the results of his orders, the AI(s) should do its(their) turn(s) while the player does his.

I'm not sure really this would make as much of a difference as you would think. I can't say for sure with SE5, but I know with SEIV and simultaneous turn processing games on PBW large games can take a lot of time to process even when there are no AI involved. I think that at least with SEIV the amount of time it takes for the AI to make up it's mind what to do is small compared to the time it takes for the game mechanics to carry out those orders. And a lot of decisions, like combat, can't be made until the game is actually processing because what the AI does is dependant on what the players around it do.
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Old December 1st, 2006, 01:23 PM
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Default Re: SEV: Taking me to the edge of sanity

Come to think of it, it appears to me (without testing) that longer paths have much higher processing time. It appears that if you break up a long path into multiple steps using multiple "move to" orders, you can achieve the same thing but now the pathing routine just calculates up to the next "move to" point instead of the destination. Thus this should cut down processing time for pathing. I have been doing this and it seems to improve turn processing time. The bad thing is that this method kinda makes waypoints useless. More testing required to confirm.
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Old December 2nd, 2006, 08:28 PM

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Default Re: SEV: Taking me to the edge of sanity

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Arralen said:
Fundamental flaw in all those games (as Fyron remarked, it was the same with Civ3, isn't that much better with Civ4 at times, and Dominions3 can be problematic as well with 'big' games):

The games getting more and more complicated - several orders of magnitude, actually, if you want to put down the mechanics into formulas for an AI to use.
And we all want "smart" AIs, don't we? AIs which at least somewhat understand whats going on and can play the game on roughly even ground without cheating too much (able to see through for of war etc)

But does it get the 'power' to do so? Hardly.
Yes, o.c., CPU 'power' has grown enormously.
But power = work * time, or something like that, I was told.
And obviously, there's lots more time needed to reach to 'power levels' we want to see.

But there's an easy solution to this:
Atm, the AI programming is still following the concepts of the '80 .. but instead of giving the AI only some seconds to "think" between the player hitting the "end turn" button and him eagerly awaiting the results of his orders, the AI(s) should do its(their) turn(s) while the player does his.

That shouldn't be too hard to implement, with all those games being TCP/IP-enabled MP games .. just plug the AI(s) in like any other player in a MP game, and you wouldn't even need big changes to the game mechanics to make it work.

And with all those multi-thread, multi-core and multi-CPU equipped PCs out there, I doubt anyone could complain about the AI slowing down his PC or endless "end turn" waits ... .
It's like you're pretending you discovered GalCiv or something. Trust me, we know how GC works but it is a world away from SE. Sheesh.
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