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Download AI_UO_0147 , the present AI release,  06-02-24. 

Release remarks for version 0.14.7

The  AI  is  rather peacefull and tries to mind its own business till the advent of aircraft.   It will then pounce  on any neighboring enemy.
Best played one to one on a 100 % map.  
Design point:  100% map, 90% land

Changes: Major speed improvements.  Made better use of the Shinkansen wonder.  Improved the enemy detection algorithm,
improved city building, faster acquiring of technical advances.  Also some minor changes and bug fixes.  

On the average,  the speed improvements have been eaten up by the other improvements, so do not expect much of a change in compute time.

Diplomacy is still swiched off.

Known bugs

None.

Status of the coding

diplomacy: switched off
spy planes: used, results not exploited
spies: not implemented
slaves: not implemented
Diver: not used
Glider: not used
conscription: not implemeted
Hanging gardens: not exploited
Oracle: not exploited
State improvements: not utilised except for Palace, Great Wall, Spaceport,  Colosseum

Quality Tests:

tested against Civ-S .101  at the design point  with a 57: 4  result.
   
As I was just about to release this version,  Steve uploaded his new release which really wiped me.  So I took the chance and went back to the drawing board    with quite impressive results.    

tested against Civ-S  .101 at 100% map, 30% land  with a 2 : 8   result with 2 games a tie out of 12.

This is not the design point  and  no effort was put  into  better performance for this scenario. These test have just been included to assure that no bugs have   inadvertently introduced. 

tested against  Crystal, Civ-S, Shah, StdAI, Seti  on a 100% map, 90% land  (6 players).
    
Originally, KIAI was included in the test, but I had to take it out because it crashed to often to be usable in tournament mode.
All others, except Civ-S and StdAi, also crashed but at an acceptable level. 

The tests were not very conclusive due to the constant crashes.  With KIAI included,  KIAI and STDAI has 2 wins each.
Without KIAI,  the wins were distributed evenly between StdAI, Seti, AI_UO with 4 wins each.    

Again, this is not the design point.  The outcome  is mainly  a result of  chance,  as  it very much depends  on  who your neighbors are and how aggressive      they are.  Early in the game, some wandering unit may come upon an undefended city and so kill of competition and at the same  time gain a city for free.
 
Maybe diplomacy is the solution here - try to make peace and hope for the best.

The crash disaster most AI's exhibited underlines the importance of an automated testing tool to reach some reasonable quality level.