Neat idea, I like kicking around ideas for games I won't make too (and have also though along those lines).
(4) Any other ideas for mechanics to add to the game?
Add a tech research mechanic, so some of your mechanics become unlocking techs, such as:
How does this tie into AI and other mechanics?
Actually, even better. There is no explicit AI tech, but some (advanced) bits of your tech tree are "AI complete" and building one has a certain probability of creating an AI ("automated space station", "wide-scale logistics controller", "quantum cryptography center", "distributed drone network", "cognitive enhancement", "brain scanning", etc.)
ALSO!
Randomly determine whether an AI is "sentient" or not; the builder doesn't know, he just uses his AI every turn to build things, from his point of view it gives him random bonuses, but sometimes a new player gets added who has takes the decisions, and gets some extra actions on the side too, which his owner may or may not notice (he may choose to reveal himself).
AI players could get random (high tech) powers, not always the same ones. See all orders as they are given, give orders to certain types of units, create units in some places...
ALSO!
Some units could get huge bonuses but only if controlled by an AI.
ALSO!
Have a bunch of scoring functions for unfriendly AIs, and pick one at random. Research tech X, research all techs, exterminate mankind, build a base on the moon, destroy all military units, build a city with X population, connect all cities together...
ALSO!
The economy! Have a simple system representing the economy. For example: each turn a player has X production points to assign in economic categories, and then gains resources depending on the value of each category each turn (and the value is function of how many of that category was produced by all players, plus a random factor); some techs/buildings can improve this (giving you bonuses in production, or in a fixed category, on in predicting which category will be valuable), and of course the AI may not only have great predictive power, but it may also be able to manipulate the market (which may not be noticeable by the players).
The AI may also randomly have weird abilities like "get +1 resource everytime someone produces a widget of type X", or have economic factors as part of it's utility, I mean scoring function.
Randomly determine whether an AI is "sentient" or not; the builder doesn't know, he just uses his AI every turn to build things, from his point of view it gives him random bonuses, but sometimes a new player gets added who has takes the decisions, and gets some extra actions on the side too, which his owner may or may not notice (he may choose to reveal himself).
This also solves the problem if a player wants to build an AI, but there is no new player willing to join the game at the moment.
Actually, the game should make it difficult to find out...
I play Starcraft:BW sometimes with my brothers. One of my brothers is much better than the rest of us combined. This story is typical: In a free-for-all, the rest of us gang up on him, knowing that he is the biggest threat. By sheer numbers we beat him down, but foolishly allow him to escape with a few workers. Despite suffering this massive setback, he rebuilds in hiding and ends up winning due to his ability to tirelessly expand his economy while simultaneously fending off our armies.
This story reminds me of some AI-takeover scenarios. I wonder: Could we make a video game that illustrates many of the core ideas surrounding AGI? For example, a game where the following concepts were (more or less) accurately represented as mechanics:
--AI arms race
--AI friendliness and unfriendliness
--AI boxing
--rogue AI and AI takeover
--AI being awesome at epistemology and science and having amazing predictive power
--Interesting conversations between AI and their captors about whether or not they should be unboxed.
I thought about this for a while, and I think it would be feasible and (for some people at least) fun. I don't foresee myself being able to actually make this game any time soon, but I like thinking about it anyway. Here is a sketch of the main mechanics I envision:
Questions:
(1) The most crucial part of this design is the "Modeling AI Predictive Power" section. This is how we represent the AI's massive advantage in predictive power. However, this comes at the cost of tripling the amount of time the game takes to play. Can you think of a better way to do this?
(2) I'd like AI's to be able to "predict" the messages that players send to each other also. However, it would be too much to ask players to make "Decoy Message Logs." Is it worth dropping the decoy idea (and making the predictions 100% accurate) to implement this?
(3) Any complaints about the skeleton sketched above? Perhaps something is wildly unrealistic, and should be replaced by a different mechanic that more accurately captures the dynamics of AGI?
For what its worth, I spent a reasonable amount of time thinking about the mechanics I used, and I think I could justify their realism. I expect to have made quite a few mistakes, but I wasn't just making stuff up on the fly.
(4) Any other ideas for mechanics to add to the game?