A.I. Difficulty Levels = ?

I've asked variants of those questions a few times, within older threads, but I do not recall having received any form of answer :

1. Does anybody precisely know, in quantitative details, what are the specific differences betweeen the three levels of A.I. difficulty (easy, normal, hard) -- when you insert comps in a game setup ?

2. Was the info already published somewhere ? If so, would you post its reference link ?

3. If the answers to 1 and 2 are negative : Would there be reasons explaining why Ironclad and Stardock would want to keep that information confidential ? (For example : Do they have a privileged deal with a strategy-guide publisher that would protect an exclusivity on the revelation of that info ?).

On some other thread, an Ironclad representative categorically declared that the A.I. did not cheat -- which surprised me a lot (especially for the "hard" level).

Consequently, if the comps do not receive cheat-bonuses, what precisely makes them harder at "hard" ? Their A.I. becomes more "intelligent" ? If so, in what exact manner ?

Those are crucial questions. At the moment, I only play against "normal" comps. I would like to know what to expect from harder A.I.s -- since we were officially told that they did not cheat. On the other hand, very new players who train against "easy" comps would perhaps like to know what to expect from the "normal" A.I.s -- to be forewarned.

Would anybody at Ironclad or Stardock care to produce a list of detailed parameters for the three levels of A.I. difficulty (or point to a source which already gives out that info) ?

Thanks.

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Reply #1 Top
The AI levels are based entirely on what amount of strategy and empire management routines are available to the AI, AFAIK, so it's not something easily quantifiable. There are no resource bonuses.
Reply #2 Top
Thanks, kryo, but allow me to be surprised that, again, nobody seems able (or willing) to produce precise and detailed info -- even if it might not be "easily quantifiable".

"[...A]mount of strategy and empire management routines [that] are available" : you must admit that this is a very abstract and vague, general statement.

Don't you think that it would be effectively useful if your fans (I did not want to say "customers") knew precisely what to expect when they deal with a easy-to-normal A.I. transition, and with a normal-to-hard A.I. transition ?

Which "strategy and empire management routines" are available, for instance, to a "hard" A.I. that are not available to a "normal" A.I. ?

It is certain that the Ironclad Games designers and A.I. programmers know. I don't understand why they would want to remain mute on the subject.

I don't expect an answer on a Sunday, but I do hope one will appear somewhere, sometime in the future.

You say that "[t]here are no resources bonuses". OK, but it might be other types of bonuses : for example, an accelerated ship-production rate for the "hard" A.I.

If it's just a question of the amount of available routines, must we then assume that the "hard" A.I. is the 100% complete A.I., whereas the "normal" A.I. has been deprived of a certain "amount" of routines ?

(Such is the case, for example, in the game Heroes of Might and Magic V : the "normal" A.I. builds less and cannot cast certain spells, whereas the "hard" A.I. can build and cast spell without restriction -- the even harder, "heroic" A.I. receiving big bonuses, without becoming any smarter. In the case of that game, the Russian developers and the French producers did publish that info -- even if it was not completely detailed. I wonder why Ironclad and Stardock would object to publish some precisions concerning the different levels of "amount of strategy and empire management routines [that] are available" for the three A.I.s).

Thanks for your diligent care, kryo (on a Sunday, no less!  :) ), but I believe that the responsibility to produce detailed answers pertaining to the Sins A.I. is not your burden.

If you want, please pass the bucket to those who have coded that A.I. -- somewhere at the opposite end of my country (I live in Eastern Canada : in the state of Quebec).

Reply #3 Top
Whoa, someones a snob.
Reply #5 Top
I get the feeling you won't be satisfied until you see the AI code itself :)

I imagine that the basic decision-routines are similar, but that the harder AI's use more info (ie. fleet power in adjacent sector, or maybe 2), so it becomes smarter and harder.

a guess though
Reply #6 Top
That's a valid guess, Ishonay : if only someone from Ironclad or Stardock would care to grant us that kind of precise info. That's all I ask : no need to mail me the top-secret A.I. code.   

I'm not being "snob" : I just want to know what are the precise differences between their "easy" and "normal", and "hard" levels of difficulty.

Don't you find that interesting ? You play on "easy" for a few days, and then, you want to graduate to "normal" : wouldn't it be interesting, then, to know what new tricks the comps can pull on you ?

If asking detailed questions is being a snob, well, yes : I'm a snob.  :HOT: 
Reply #7 Top
I'm sure they designed a good, hard AI and then just "dumbed down" the easier versions.

I'm also sure they're not going to give away their complete AI design in detail.

I prefer for the AI to be mysterious as a player, because it's more challenging when you can't blatantly exploit a dumb AI because you know how it works so well.
Reply #8 Top
Hi Cybermage,

I guess the difference between easy,normal and hard is how they build and manage their fleet (more ships, maybe they research more etc.), and how fast they conquer other planets. I'm pretty sure they don't get any kind of bonus.

PS: Je suis du Québec aussi :CONGRAT:
Reply #9 Top
@ thrash242:

1. Possible. Some games do that.

2. I am not asking for their complete and detailed A.I. design, only for some basic info like :

In what measure does a "hard" comp build more (or research more) than a "normal" comp ? In what measure does a hard comp see more of the map (including the location and size of enemy fleets) than a normal comp ?

3. A valid preference. But why deprive the more calculating gamers of some info on the "routines" of their A.I. adversaries ? On the other hand, if a Human would regularly exploit a dumb A.I. to feel superior, such an abusive habit would not bode well in what concerns the Human's honour and character.

The info should be revealed, at some level, without getting into deep technical stuff and trade secrets : then, if a gamer doesn't want to know it, he just has to not read about it.

@ PureKnight > Oui, d'accord : mais je voudrais obtenir un peu plus de précisions.
Reply #10 Top
the easy Ai


doesnt spend its resources wroth crap..


It'll have huge stockpiles off stuff..


Normal does a better job im sure huge does it even better