Overview of the AI (1/3)

Let’s have a look on how we intend to structure the AI. This is a lot to write about and I intend to split this into three separate parts:
1 – Today’s part will give a general presentation about the AI and its components.
2 – Part two will dig deeper into the intended function of each component in the AI.
3 – Part three will look at the variables that helps the AI prioritize and how we hope to optimize them.

Let’s start with the big picture:

As can be seen we’re going to have 4 types of AI modules; one strategic that ‘control’ the whole empire and sets priorities and objectives, one scout AI that handle all exploration and also has detailed information about the map, each settlement will have a settlement AI that control its development and finally the single purpose objective AI which is created by the strategic AI to fulfill a single objective.

The main resource of all AIs is an influence map that keeps track of the strength of all empires at any given location, keeps a historical record of what’s happened in a location and also remember when it was last scouted or updated. I must recommend a very good article on influence maps written by Niklas Hansson.

Assets, as well as sub-AIs, send requests to the strategic AI. This can be in the form of a demand for better ‘food’ technologies from a settlement whose population is starving or a request for more scouts if the scout AI has plenty of territory to keep track of but not sufficient resources to do it. All these requests are evaluated and with the use of personality, race and religious variables it prioritizes between the requests and make decisions. For decisions that take several turns to complete it create objective AIs that has a list of what it want to achieve, what it needs to achieve it and how much it has at the moment.

In the next part of this overview will look deeper into how these AI modules are intended to function.