I will be answering roughly chronologically and in a staggered fashion: my partner is already giving me the look of “don’t dare to spend the day in an Internet discussion”.
I feel my posts have been misunderstood. To that I lay blame, fair and square, on well entrenched cultural archetypes (starting with ancient the stories of “animated statues” rampaging through a temple) and the current media landscape which I find it is being maneuvered by some clever social media operators into embracing medicine men that sell snake oil or are astroturfing their products.
My point of view on applications of AI - and in that my views are just that of part of the field, I am more than sure that some of my colleagues would probably violently disagree with me - is that seeking to create “simulacra” of human intelligence is ultimately pointless exercise for Computer Science and Engineering. It may well be a very interesting exercise from the point of Philosophy, Theology and Psychology, as achieving such human mimicking machines would probably “answer” quite a few questions on those fields of intellectual endeavour. Rather than concentrating on “replacing” humankind, we should focus our efforts into finding ways to enhance humankind, for instance, having AI’s to play an advisory role and extending the reach of our wills providing robust, efficient autonomous systems which we can trust to perform according to our intent.
Whether either program will entail “good” or “bad” outcomes is yet to be seen. AI systems are objects, which are wielded by a human hand. That in turn is animated by a human mind driven by desires, emotions and knowledge.
Having put out that out of the door, I will answer to @Navaronegun two points regarding “opacity” and “saving the AI for the tutorial”.
In both cases I actually mostly agree :)
Regarding Opacity, I do certainly see AI to provide that assistance to provide informed decisions, and this goes well beyond the “supply planner” for OCS I was talking about before. Systems like that have limited scopes and degrees of autonomy (such as activating or highlighting certain aspects of the user interface) and still are valuable applications of AI into video games and war games more generally. I would say these are “easier wins” and more meaningful to players than the synthetic homunculus that the @TheWombat correctly identifies as having sucking way too much effort in war games.
While opacity is good for players - there’s no fuss and they get right away to interact with the machines of compulsion that games are - I think it is absurd to dismiss the “nuts & bolts” of how things actually happen when thinking about how to push the envelope.
I don’t care how my car implements the control of the revving of my engine, or how Toyota engineers use AI to optimize fuel consumption - it is not central to the task of driving. Yet both things, I would argue, greatly enhance the experience of driving: I get less tired by having to deal with the clutch and the gears, and my wallet and the environment are happier as I do have less of an impact with my activities. Knowing that those things are possible, and demonstrably have a positive economic impact (in a broad sense of economic), I think is valuable information for investors, entrepreneurs and engineers.
Going to video games let’s think for a moment about the combination of two very technical things: high fidelity 3D computer graphics and reliable computer networking. Certainly, the specific aspects of how either of these things are implemented are irrelevant to 99% of the players of the games that represent 99% of the monetary value in the video games industry. Also, both of those problems were seen in the early 1990s as being super hard. In the late 2010s, I can go and download Epic’s Unreal Engine and Unity and start cracking crafting videogames at a fraction of the cost it had 15 years ago. Another matter is whether doing that is a sound investment of your time!
So much for the techie blah, blah, blah @Navaronegun - technological advancements that overturn markets and challenge our assumptions have happened in the past, are happening now and will happen in the future.
Regarding saving the AI for the Tutorial I think you’re right: the point of games need not to be just to be playing against a computer. They can be about playing with the computer, as both a partner and adversary, and I do certainly think their value is greatly enhanced with besides computers, we partner with or confront humans to play these. Yet the reality is that some will find themselves more than satisfied with the Tutorial, and will become to them pretty much the Game.
I do agree that there is a huge gap in the market when it comes to MP historical war gaming: HexWar died (?) a while ago, and I receive the odd email from a yahoo mailing list with people lamenting that and asking for a replacement. There may well be other communities out there expressing similar needs, and probably many of those who play HOI4 could play other stuff as well as you suggest.
I look forward with interest to see someone jumping at that opportunity.