FIRST LOOK ON
CTP2!
(13 May 2000, 17:37 EST)
IGN also published the first
preview of CTP2.
Some
quotes
On AI and borders
"We've made the AI a lot more
robust," explains White, "it understands a lot more about borders and
if you're friendly it won't come into your territory. Of course, it
will also expect the same behavior of you.
...
Diplomacy AI has also been improved –
you can now make offers to the computer and posture based on the
result. There's nothing nicer than threatening a neighbor if they won't
agree to your proposals"
Source:
Gamecenter
GAMECENTER PREVIEW
(13 July 2000, 23:46 EST)
GameCenter posted a brief preview of Call To Power II today.
"Another change Activision is touting
is a much-enhanced diplomatic system. The AI will be much more in-depth
and will react much more realistically to your civilization's overtures
of friendship, proposals, treaty offers, threats, counter-threats, and
more."
Source:
Apolyton
THREE MAJOR PARTS
TO AI
(26 August 2000, 17:31 EST)
Activision programmer Richard Myers, aka Azmel, surfaced on our forums
this afternoon and
delivered
some exciting news which you heard on ACS first! There are three
major parts to the Artifical Intelligence (AI) found in CTPII: the
strategy engine, city management and diplomacy.
"The algorithm used for the strategy
engine is the same one used for CTP1, but it has been rewritten (for
[Star Trek] Armada)", Myers explains.
"The purpose of rewriting it is to make it
easier to add the refinements that distinguish a so-so AI from a truely
clever one. The advantage of using the same algorith as CTP1, and
starting with existing code from Armada is that we have had a year to
tune and tweak the engine to play CTP.
The city management system has also
been greatly improved. The player can utilize the same AI used by the
game (via Mayors) to control their nation. Exposing the AI for player
use has made it easier for us to tune and optimize. The ability of an
AI to grow its civilization has a profound effect on how good an
opponent it is.
Last but not least, our diplomacy
improvements come in two parts. The first is just having a more
comprehensive system; mainly new types of proposals, and response
options. The second part is a flexible way to write the rules used by
the AI for choosing new proposals and responding to your proposals.
We're currently in the process of expanding, tuning and tweaking those
rules to be rational and to express the desires of our different AI
leader personalities".
If you have any questions/comments as a result of this new information,
you know where to ask it. :)
Source: Apolyton
A BETTER AI?
(26 August 2000, 10:50 EST)
Actigrammer, St Swithin, says "yes", responding to a
thread by
Atahualpa:
"Just about all of the AI code was
rewritten, so it's difficult to answer lots of specific questions.
Let's suffice it to say that it's much smarter and much more conniving,
and you can expect much better attack strategies from AI players"
Only when we get the game on our hands we'll know for sure...
GAMESPOT FIVE-PAGE
PREVIEW
(28 October 2000, 18:08 EST)
GameSpot posted probably the biggest of the close-to-release previews
for CTPII.
5
Full
pages
and
22
screenshots give a good look on the beta version
of the game.
On Artifical Intelligence:
"During
peacetime, you can count on rival nations to build up their military
forces as needed to counter any moves you might make. During times of
war, enemy armies are generally well organized, with long-range units
such as archers and cannon effectively mixed in with frontline troops."
AI-CITY LOGISTIC
CONCERNS
(29 October 2000, 12:55 EST)
It's less than a month away from the much anticipated release of CTPII,
and our forums are buzzing with activity. First questions, then
answers, and then more questions are keeping Activision on their toes
and at the forefront of the discussions. In the latest round of
"question period", Pyaray takes on Ralf's concerns pertaining to AI
(computer's) city logistics. He states:
"I don't mind some minor AI-unit
pathfinding problems -- I can live with that. I also don't mind some
minor quirks and limitations in the diplomacy-area. Some can be
patchable, and the rest I can live with. I just however *don't* want to
relive above SMAC-experience [
see forum
thread]
when it comes to bad
AI-city logistics.
Can you guys [Activision] reassure me
(and all the others in this forum) that CTP-2's AI city-logistics is
stronger than in SMAC and Civ-2?"
The answer:
"It's very difficult to give an
absolute answer on this for a few important reasons. The first being
that how well the AI plays is a subjective thing. One person may think
the AI is too hard while another thinks it's too easy. How well an AI
player responds has a lot to do with the events that happen, and
therefore how you play directly affects what the AI does, and your play
style may be such that the AI doesn't know how to respond.
The next being since we don't have
access to the AI for either SMAC or Civ2 we can't make a qualitative
assesment of if ours is better. And my final reason is that I try very
hard to not talk about competitors in any way. I prefer not to say
anything about the competition, either positive or negative. Every now
and then I will, but generally I avoid it."
AI: DISSAPOINTMENT?
(1 November 2000, 18:36 EST)
Despite the recent surgence in the number of CTPII previews hitting the
Web, there is a sense of disappointment amongst some members of the
Apolyton forum community regarding the game's Artifical Intelligence.
As Slax, one of our forum users, put it:
"Perhaps if someone who had played a
recent build of the game came on here and gave a detailled description
of the AI performing some very intelligent actions, that might soothe
the crowd somewhat."
The response from Activision came from Pyaray shortly thereafter, who
has been fielding most of the latest slue of questions on behalf of the
team.
"The only people who have played
recent builds of the game are internal to Activision. Would a review
from one of us make any difference? I seriously doubt it. I suspect
that we would just be told we were biased, and that we really need
someone unbiased to review it. Of course nobody who is unbiased has
seen a recent build, which puts as back firmly into square one."
8 CIVS: THE FINAL
EXPLANATION
(4 November 2000,
19:38 EST) As you
might have noticed, the discussion
on the decision to still have 8 civs in a game is nothing but over, so
Pyaray decided to give
a more
thorough explanation. Here is the main part
"There is a concern with the AI
comparing the other civs, and that is exponential. With 8 civs, each AI
has to evaluate 7 other civs, so it's 7^2=49, with 9 civs it's 8^2=64,
and 10 civs it's 9^2=81. So you can see, by increasing the number of
civs by 2 we have nearly doubled the amount of work that needs to be
done. Just for the record, 32 civs would be 961 comparison's each turn.
Almost 20 times that of 8 civs."
From the... context of Pyaray's post, it is clear that we still be able
to have 9 to 32 civs by hand...