Lumifer comments on Superintelligence Reading Group - Section 1: Past Developments and Present Capabilities - Less Wrong
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Agreed. It's not Civilization, but Starcraft is also partially observable and non-deterministic, and a team of students managed to bring their Starcraft AI to the level of being able to defeat a "top 16 in Europe"-level human player after only a "few months" of work.
The game AIs for popular strategy games are often bad because the developers don't actually have the time and resources to make a really good one, and it's not a high priority anyway - most people playing games like Civilization want an AI that they'll have fun defeating, not an AI that actually plays optimally.
In RTS games an AI has a large built-in advantage over humans because it can micromanage so much better.
That's a very valid point: a successful AI in a game is the one which puts up a decent fight before losing.
I think it would be easy to create a Civilization AI that would choose to grow on a certain path with a certain win-style in mind. So if the AI picks military win then it will focus on building troops and acquiring territory and maintaining states of war with other players. What might be hard is other win states like diplomatic or cultural because those require much more intuitive and nuanced decision making without a totally clear course of action.