Total War: how AI can deliver entertainment.- Duygu Cakmak & Guy Davidson [ACCU 2018]
summary
Campaign AI uses Monte Carlo Tree Search for both resource allocation and coordination, with domain-specific pruning, topological ordering and group splitting to cut the combinatorial explosion. A lazy-evaluated analysis cache—about 32 analyzers—keeps world-state queries cheap, and diplomacy moves from hard‑coded generators to a data-driven diplomacy system that prioritizes and evaluates hundreds of candidate goals. The stack runs to tens–hundreds of milliseconds per entity and the approach yields playable, credible AI under strict time and memory budgets.
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chapters (45)
- 0:00Introduction
- 0:42Campaign overview
- 3:07Game mechanics
- 4:48Turn sequence
- 6:14Seasons
- 7:48Wind conditions
- 9:06The model
- 10:44Perfect information
- 12:10Expose information
- 14:08Personality
- 15:48Team
- 16:16AI subsystems
- 18:59World information
- 23:02Optimization
- 23:53Analyzers
- 24:13Analyzer Base
- 25:07Financial System
- 25:28Financial Analyzer
- 26:00Validation
- 26:43Summary
- 27:33Diplomacy
- 31:15Goal generators
- 32:12Old system
- 33:29Datadriven approach
- 34:37Generators
- 35:19Treaty Keys
- 35:34Conditions
- 36:27Condition
- 37:02Target Group
- 37:38List Limit
- 38:02Faction Priority
- 42:08Evaluation Criteria
- 43:38Evaluation Value Function
- 44:02Associated Criteria
- 44:20Difference in the Game
- 45:37Dynamics
- 47:24Task Generation
- 48:13Generator Task
- 49:09Test Generator
- 49:51Resource Allocation
- 52:28Resource Allocation System
- 53:45Resource Coordination System
- 54:46Implementation
- 59:08Top Places
- 59:34Order of nodes
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