a while back (during the time when 1.2.5.4 triplea was out), a grad student made an Alpha-Beta trimming AI that could simulate many turns ahead, as a project for his school.
The problem was though that because it was a theoretical work, he made it to only work with the “minimap” and not with any ‘real’ maps.
And in addition to this, the AI looking 3 turns ahead caused the turns to take over 10 minutes, on minimap.
By turns I mean player-turns. So minimap is a 2 player game, so this meant red turn - blue turn - red turn.
In order to be good at a map, he projected it would need to look 2 full rounds ahead. Which would mean on a map with 6 players, it would need to look 12 turns ahead. This would probably need a supercomputer to run.
He did give me the code though…
Actually coding the AI is much easier than you think it is. Much much easier. (its just time consuming)
In fact, I fixed most of the bugs in the “Moore AI” before I even learned Java (I have some background in ‘Basic’ so I know things like variables, if-else, while loops, etc., and that was all i needed to be able to read the code).
Basically, all AIs extend the “AbstractAI”, and they just have to have certain methods that will get called by the abstractAI as each phase or question comes up.
No need to learn about any of the validation, etc.