In particular, humans are very good at reasoning based on limited information. We can form hypotheses about where resources or objectives might be, or if an enemy unit goes out if the visible map, estimating where it could be on a later turn, or what it’s presence indicates about its home civilisation’s disposition out of sigh. That sort of thing is extremely hard to program, so the only way to compensate for the AIs inability to intuit information is by actually giving it the information.
Which is why the parent of the entire chain mentioned the advances in AI.
https://ai.facebook.com/blog/cicero-ai-negotiates-persuades-...
I'd love God mode AI to put up any sort of half decent fight without needing to have so many more units that just go through an endless meat grinder because they can't coordinate or figure out how to back off and heal.
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.
Is it that players hate good AI or that flagrant cheating breaks immersion? I think the latter would be an interesting AI target: can you make something which plays well but doesn’t do things which are obviously impossible for the player to do in-game - e.g. helping the AI with some extra resources isn’t glaring but having attacks perfectly target things the AI shouldn’t be able to see, or instantly repair damaged units, etc. is something you could never duplicate even if you were the best player in the world.