| Realistically, if the Civ team were to want to do this, here's how I'd go about it: 1) Break the problem down into strategic goals and tactical actions, and then group the tactical actions into areas (e.g. diplomacy, resourcing, combat, research). 2) Process recorded online games of human players into streams of relevant events / choices. 3) Continually retrain your models on the output of 2. You should thus have an AI that approximates the meta approaches of humans, which is really what we're talking about. New players look exactly like bad AI: making poor choices, oblivious to things "the players community" already knows are always optimal, etc. So really the problem is "How do we build a model that already knows what most of our players do, at this stage of the game's lifecycle?" Which is essentially what one of the recent fighting games(?) did with their AI. |