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SOREN JOHNSON: Civilization III Interview #2, 26/Oct/2001
We are contuining our series of interviews around Civilization III, with Soren Johnson, the AI Programmer on Civ III.
It's a short one, with fewer than usual questions, but it's all about AI. We hope that you find it interesting!
Apolyton: Does the AI make decisions on large scale, small scale, or both?
Furthermore, the different AI levels communicate between each other. For example, the unit AI controlling a tank might ask the leader AI which enemy city would be best to attack. After receiving a response, the unit AI would determine its own best path to the destination. Thus, the AI is able to organize a large group of units while keeping the discrete game decisions at a lower level.
Apolyton: Is there any kind of customization in the way the AI works?
The AI personalities were included to create memorable opponents, liberally based on the historical record. Thus, Gandhi is peace-loving, Elizabeth is cautious, and Shaka is blood-thirsty. In other words, the emphasis was on crafting a fun, engaging experience for the user instead of building the “perfect” AI. The mod community, however, will have the opportunity to create better AI’s by experimenting with these variables. Further, users who dislike preset personalities can turn them off altogether and let the AI adapt to its environment from a blank slate.
Apolyton: Do the number of civilizations in the game affect the AI? Will the AI
give you more trouble with 6 civilizations than with 16?
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