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翻訳の問題を報告
Most companies are not willing to put in the time or money to do so. It could take a team of highly skilled coders years to make a proper x4 AI.
And then that AI would only really be useful for that particular game.
You just quoted it, maybe reread what you quote first. The argument was that it is exactly nothing an AI could not do. It was a logical decision based on numbers. Not simulating emotions or anything like that.
It was a decision that was truly just numbers.
When you have the choice between these two things in such a game:
A: conquer a city with many building slots, one rare ressource to trade with others and so gain more money, gain control over a whole province you already own a city off which unlocks province policies/edicts= more power and control on the map, more exp for your general as on this big city is an enemy general which has only a few weak units under his control=no threat whatsoever, an easy win, more income due to a better developed city, no threat on the borders from other factions like the empire or orcs. A short way to reach that city (already reachable in this round) and its also not far away from the homecity you already own (you can travel from one city to the next in one round.
B: go for a weak village with no ressources, no developed buildings, only one build slot unlocked, no control over the province as its only one village and the other two are controled by a stronger faction, only small income which is alomst not noticable, the position of this village is directly between the empire, dwarves and greenskins, 2 of them are aggressive towards you, the way to reach this village is 2 rounds away, you dont gain any option to get edicts or more territory, its far away from your already owned territory (at least 2 rounds of walking from one city to the next).
The first decision clearly has the best outcome in numbers. Its in no way an emotional decision or a human like decision. If only taken 3 aspects out of this calculation and look at it, lets take "time to reach destination", "expected losses in conquering it" and "expected income with owning it". All of these three are better with choosing the first one. So it is as a short term strategy and as a long term strategy the better choice. Yet the AI cant do such a choice and instead goes for the worst one.
Which makes it an AD not an AI, as it acts artificially dumb on purpose.
If you want to communicate with those mindless beings you have to use the following steps:
1. Mention multiple times how much you love the game.
2. Do not use negative terms or "but" word.
3. Make it sound like you are praising the game instead of finding flaws about it.
Even if you follow those steps there are still some fanboyz who think that implementing what you ask is too expensive, time consuming or troublesome for the devs. The only thing you can do against those is to either agree with them or give up.
No argument here can really dismantle this flaw and suddenly make it understandable and good. The AI is irrationally dumb, period. When it acts in a way where it does make a worse decision than nessecary just because some parameters are confusing it, then this AI has low quality, again period. There isnt really much to discuss and i will follow the rule 1 and say, i love the game. But mostly because i love Warhammer. The mechanics in this game though, starting with the AI are quite flawed, which doesnt make it a really good strategy game mostly. At the moment it earns the themed benefit of being a warhammer game. But maybe thats why i couldnt be hooked by older TW games, maybe they were just not good enough for me but i couldnt point on what bothered me. Now i can, but at least the warhammer theme got me hooked enough to enjoy it mostly.
AI developers capable of making such advanced AI are highly-valued in the IT industry and get paid much better working for Googld etc.
The guy who's in charge of AlphaGo used to be the game developer who coded Creature AI in Black&White 1 for example.
i know that, i also know AI development isnt easy. I mean, its hunting an utopian goal.
But what i talk about here is basic maths. Its an AI deciding between big city many ressources no losses in 1 round or small city no ressources more losses in two rounds and then going for the last thing. Thats dumb on purpose. I would accept ONE argument there, and thats if such decisions were bound to the difficulty and my ally made that dumb choice on purpose because the AI had to not be so strong.
Not so much for Stellairis or other 4X games. In those I have yet to meet an instance where the AI acts evidently against its interests.
The diplomacy AI isn't really based on logic so much as difficulty level - it's a grey area for me as I wouldn't really put it on the list of areas where the AI is inept, but it certainly wouldn't make the 'things the AI is good at' list either.
It's kinda immersion killing, though - sure.