Klepto said:
Blaster395 said:
The AI for the Total War games has been bad for a very specific reason: There are simply far too many possibilities to check.
It's like the difference between Chess AI and Go AI. Go has far simpler rules, but there are hundreds of possible moves per turn so an AI is incapable of planning more than a few moves ahead while a human can plan dozens of moves ahead. Meanwhile, chess only has about 3 or 4 moves worth considering for most of the game, so AI can check 20 or 30 turns ahead. Even running a Chess AI program on a typical PC will create an opponent unbeatable by humans at the highest settings, while the best Go AI barely plays better than an amateur.
Compare this to total war games, where there are not just thousands but millions of potential moves, and the rules are more complex than both chess and go combined. The typical strategy AI coding system of checking all possible moves and all the possible moves after those possible moves onward is impossible.
Not only that, but the Total War AI criteria for what counts as a good move or not is also going to be awful, because the AI cannot make judgement such as "What is the probability that the player will see these hidden units?" or "Will I flank the player before they notice?". In chess, the criteria is far simpler.
I don't buy it. Yes, programming AI for strategy games is incredibly complex, but that doesn't excuse TW's failures in comparison to comparable games. Paradox games (Europa Universalis, Victoria, Crusader Kings), the Civilizations, Starcraft, and virtually all other strategy games have better AI than the TWs. No TW game even gets the most basic elements of diplomacy down.
All the games you listed have either grids (Civilization), minigrids (Starcraft) or a graph for the map (EU3 V2 CK2). Total War is the only game that is gridless. I repeat the fact that there are far fewer potential moves in these games than in Total War.
None of the games you mentioned is famed for having competent AI either. Civilization AI has struggled even after 2 expansion packs even with the advantage of a huge grid and really simple city specialization (The AI basically follows the recommendations it sets the player anyway). Starcraft has the AI follow a preset list of builds that are specifically programmed for specific scenarios while total war is so divergent that giving the AI specific plans like that doesn't work. EU3, V2 and CK2 AI isn't even intelligent, for the most part it just makes random choices influenced by a few fixed factors (such as relationship modifiers and strength comparisons) while moving its armies towards opponents. Sure, it can play the game and tech up and build stuff, but that isn't an indicator of higher level planning, that just indicates it knows how to follow the rules.
There is another way of putting the differences into words without going too heavily into maths. Tactics in Total War is very much about pattern recognition (formations, flanking and securing flanks, ensuring vulnerable units are protected) and pattern problem solving (How many different routes are optimal to take to ensure I can surround the opponent in this city battle?), something humans are godly at while computers can't do shit. The most intelligent thing I have seen the AI do is be able to properly garrison cities via placing units at correct rank and file to perfectly block streets from multiple sides while keeping ranged units in a protected 'fortress' of sorts, and that's just incredible for an AI with this kind of game even though the player will still easily problem solve a way to crush it.