Part
AI opponent
You might say: computer player, AI empire
The program that runs a rival empire's decisions about building, expanding, trading and fighting.
- What it does
- Balances playing to win with being a fun and readable opponent.
- Ask
- Is the AI playing to win, or playing to be a good opponent?
Parts
- Difficulty level: A setting that changes AI bonuses, starting units, and research or production rates.
- AI personality: Leader-specific agendas and attitudes that make one AI warlike and another knowledge-focused.
Sources
- Soren Johnson, Playing to Lose: AI and Civilization (GDC 2008), Playing to Lose: AI and Civilization (GDC 2008)
I highlighted the difference between “good” AI and “fun” AI and how writing AI for Civ is tricky because it fits somewhere between those two extremes.
- 2K Games, Sid Meier's Civilization IV Manual, The Players Menu
AI: To be played by an artificial intelligence (standard in a single-player game).
- Kevin Dill, What Is Game AI?, p. 1
Game AI should be about one thing and one thing only: enabling the developers to create a compelling experience for the player.
Use it on your project
teardown-apply: hold "AI opponent" (ai-opponent) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal