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AI system used by firaxis for Civ Saga

Started by May 19, 2018 07:50 PM
3 comments, last by IADaveMark 6 years, 8 months ago

Hello!

I'm doing an A.I. course at my university, and searching on internet i learned about the GOAP A.I. system. I found it really interesting and I would like to learn more about others techniques.  So I was wondering which A.I. system is used by the civilization saga (or at least in civilization IV/V/VI) but i'm not able to find anything about that. Does anyone know where i can find some infos or docs about A.I in Civ?

If you have bought it, then usually they include the source code along with. It's to encourage and enable modding.

But there is no "one AI system" in complex games like that. Different types of decisions for different game phases are often using at least slightly different engines. For example, the decision on how to manage what to build in your cities is significantly different than what units do out in the world.

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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Thank you for the clarification @IADaveMark! In particular i was interested about the "Diplomatic" AI.  I'll look in the source code if I can find something.

As with most stuff, it is likely very much a utility/rule-base system. Different criteria for what you have done for/against them have different scores. Add them up and then base your stance with/opposed to that other leader based on what bucket that total score falls into. That, in turn, enables/disables certain things like how they trade with you, whether they will spy against you, etc.

As for learning about other techniques, see this for an overview:

http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/

And btw, almost no one uses GOAP in production. Too much redundant overhead. It works better for high level stuff like game strategy but certainly not for everyday life or combat.

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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