Thanks!
But if the UFAI can't parlay that takes out much of the fun, and much of the realism too.
Also, if Hard Mode has no FAI tech at all, then no one will research AI on Hard Mode and it will just devolve into a normal strategy game.
Edit: You know, this proposal could probably be easily implemented as a mod for an existing RTS or 4X game. For example, imagine a Civilization mod that added the "AI" tech that allowed you to build a "Boxed AI" structure in your cities. This quadruples the science and espionage production of your city, at the cost of a small chance of the entire city going rogue (the AI unboxing) every turn. This as you said creates a new faction with all the technologies researched and world domination as its goal... You can also research "Friendly AI" tech that allows you to build a "Friendly AI" which is just like a rogue AI faction except that it is permanently allied to you and will obey your commands and instantly grants you all the tech you want.
But if the UFAI can't parlay that takes out much of the fun, and much of the realism too.
Hmm, that's a good point. I'm just worried that people might view an additional player as much less of a threat than a superintelligent AI.
Also, if Hard Mode has no FAI tech at all, then no one will research AI on Hard Mode and it will just devolve into a normal strategy game.
Hence the necessity of making tech tree advancement random, with player actions only providing modifiers.
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?