When I think of emergent technology, I think of behaviors that appear from brief, small minutia. Imagine looking at a pixelated image that when you zoom out looks like Mario. And yet, if you zoom out even more, it happens to be Luigi throwing a fireball. And if you zoom out even more... Well you get the idea. That to me is to be emergent, to be a system of the sum of its parts. That doesn't mean random, and it doesn't mean predictable. It just means it adds up to a system or representation at some point.
That's not at all what I mean when I say emergent. The example you're talking about is more related to fractals, near as I can tell. I'm not referring to fractals, specifically.
When I see Chris say emergent, I'm never quite sure what he means. Especially when in this thread it sounds like randomness, but in other threads sounds like a brain-like quality.
Emergent: when new behaviors result from a set of simpler rules. As one example, flocking. There is no leader in flocking, and yet the group tends to stay and move as a group, sort of like one organism, based on a set of simple rules. Each fish or whatever is moving based on external inputs (or randomly, if there's no particular external inputs), and yet also reacting to each other. So they wind up moving around as a school.
When it comes to AI, there are three sources of input for it: randomness, board state, and your actions. If the random component is not high enough, it is not emergent, it is just rules-bound or reactionary.
It must seem unfair, this kind of complaint, when it actually takes many hours of gameplay to pull back the curtain on the rules of the AI. But the game is designed to be long, so it's unavoidable that after many hours of gameplay some of the threads become bare and exposed to the player. This is not always a bad thing, except when it begins to feel repetitive and makes the AI look easily manipulated.
It doesn't feel unfair at all, there is no harsher critic of the AI than me. However, I'm also not in a rush to correct every flaw, because typically in AI design the corrections can cause more damage than the flaw. Such as the "gap in the wall" example that I usually cite. Check out this series I wrote, unless you've seen it before:
http://christophermpark.blogspot.com/2009/06/designing-emergent-ai-part-1.htmlDo not be so quick to discount learning. If the AI is not allowed to have a hippocampus, it would not be able to poke and prod the player to see where he/she fails, and a loss of fun factor at higher levels. It's one thing to just throw bigger and better enemies at the player to increase challenge, but the most fun in the game that I have is when the AI does something to suspend player belief, if only for moments. advanced hybrids continue to be the best enemy in the game, as well as the thief AI.
Don't be too quick to discount randomness. What the AI needs to always do is come up with five or so reasonable options, and then choose randomly between them. NOT choose the best option every time. If it chooses the best option every time, that leads to big problems. Where memory can come in handy is to help the AI make better decisions on what the five-ish best options are; that's all. Using it to choose the best option is suicide for the AI. The hybrids are intensely random, despite being somewhat rules-bound as well. They are the
most traditional of the various AIs in this game, but they also still have a lot of randomization in targets they choose, etc. And part of the reason they are so effective is that they are moving against the backdrop of the rest of the AI. If they were not, they would seem less impressive.
The problem with the current behavior of the AI around wormholes has nothing to do with emergence: rather, it's a very explicitly-programmed bit of behavior, like the thief logic with tractors. But the difference with the thief logic is that it still has many random components, such as where to take the ships it finds, and so on and so forth. The problem with the stalking behavior is that there is no random component in there to make it seem more intelligent.
Gamers and society at large latches onto learning AIs as the thing of the future. But the reality of how AIs work is a lot more complex. I'd rather not get into a full discussion of that here, but suffice it to say that I think the only real solution is a very hybridized one. And when it comes to, say, a Chess AI, knowledge of the past is not important in its ability to beat you. It only needs to do a sufficient job of projecting into the future. That's more or less (part of) the approach I've chosen. But check out the long series of blog articles I wrote on the AI in the game, if you've not seen that. It should make the methodology I'm using far more clear. The reason the AI in this game is considered by many to be the best around is this unorthodox approach.
Showing larger and larger ships into the mix doesn't have much to do with it, by the way; the only reason we did that with 4.0 was to cut down on the massive scale of battles that the AI had. The bigger guard posts and such were added in as replacements to the masses of ships and turrets we took out (the AI pop caps per planet was roughly thirded). In terms of other big enemies, well, those are fun extras that people seem to enjoy. Avengers, etc. I think Keith has been behind all of those, and he's great with them, but they are added layers onto the game and not really part of the core AI logic.
Hope that helps clear things up!