Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!ut-emx!ccwf.cc.utexas.edu From: awessels@ccwf.cc.utexas.edu (Allen Wessels) Newsgroups: comp.sys.mac.games Subject: Re: Strategic Conquest 3.0 Message-ID: <44020@ut-emx.uucp> Date: 11 Feb 91 20:19:59 GMT References: <1991Jan31.201929.29859@parc.xerox.com> <1991Feb3.035744.10548@portia.Stanford.EDU> <1991Feb4.004631.5296@Neon.Stanford.EDU> <6151@idunno.Princeton.EDU> Sender: news@ut-emx.uucp Reply-To: awessels@ccwf.cc.utexas.edu (Allen Wessels) Organization: The University of Texas at Austin Lines: 12 In article <6151@idunno.Princeton.EDU> joes@phoenix.princeton.edu writes: > It is true that the new computer opponent algorithim is better. However, it is >not nearly good enough to "out think" an experienced human player, even at >level 15. AS a general case, I feel that In complex games where a computer >opponent has to play by the same rules as the human, the computer *is going to >lose*. SSI games are a fine example of this. It is my understanding that the computer gets a better starting position at the higher levels, i.e. a starting island with considerably more cities and the human player starts out with fewer cities. Are you consistently winning at level 15?