Ok, agreed. I think we disagree on the AI's ability to access the situation, not whether it should or not. You expect deep blue, im thinking more like Civ4 after some major modding.
Actually I was also thinking more like Civ4 with pre-programmed spell/unit combos and a removal of the silly +5 friendly/-1 cautious and other "We have enough on our hands right now" giveaway nonsense.
Again, I said it should be proactive too, my example is clearly throwing you off so forget it, ill try to simplify it. If the AI is threatened, but not yet under attack, how would you have it react? Should it go into police state mode for the rest of the game or blow it off (relatively, its still doing whatever it was doing before) and go on living under the assumption everythings dandy.
No, it should not lock up the city the way it does in Civ4 when you park archers on a hill near its town. The AI should attempt diversionary attacks and other things, perhaps sending you diplomatic threats and so on.
Yep. True dat. Now do you know how many different positions the AI can be in? An enemy with just one city and one basic army could still take 1000 courses of action. Immagine a multi-tiered empire, with magic in the mix, multiple armies, multiple nieghbors to consider, etc. Starting to see why a single batch of situational scripts doesn't do the trick all the time?
Yeah, but most of those 1000 courses of action can be pared down. For example, it doesn't need to consider all of the empty spaces on the map, only the ones with interesting things like caves, dungeons, nodes or neutral towns to attack.
Another reason I mentioned Warcraft 3 is because the AI is very good at sending out its heroes to level up and gain loot etc. The AI in MoM never sent its heroes into caves at all. I frequently encountered caves near the enemy's fortress city that were unexplored and had great stuff in them.
1: That takes WAYYYYY longer than your giving it credit for. Youd see considerable lag for even a few dozen internal simulations. 1000? I guess I could end my turn when I leave for work and start it when I get home every day... the quick results of a battle you see in the TW series isn't a real battle, its a randomized algorithm working with a few base unit stats. A real battle isn't a few calculations...
Combat is only max 9v9 units, so it is easy to simulate. It won't be anywhere near as huge and complex as a TW game. It also doesn't need to be 1000 times, it can be a smaller number. Testing will reveal a good sample size and margin of error.
2: The AI would be playing itself in this battle, and unless (here I go again...) we see SD develop true artificial intelligence and bring about the singularity, the AI in battle wont match a humans cleverness. The AI might think deploying its archers in the rear and using them as artillery is the only way a human could use them, but the human might be like "Nah, I've got plenty" and use them as a fodder like meatshield. Suddenly everything changes and the AI's calculations were a waste.
The simulation is more of a rough estimate to avoid throwing away its units against an army it has no chance of beating. The AI should really only attack when it knows that its units have an almost guaranteed win (greater than 75% chance of winning).
Again, many times in MoM the enemy would attack my flying unit with a bunch of ground melee units, giving it exactly 0% chance of winning.