As this is a long post, please excuse my bad english
2 Vic :
2 Maelstrom and Quitch : sorry guys to answering so late but I was quite busy these last time. It is really interesting to read your posts and I think you've nice ideas

Futhermore, it's always great to discuss on such a subject with passionated guys like you. Quitch, are you also working in the AI field. If it is the case, I would be interested to know in which field more precisely (personnally, I'm working in artificial neural networks and in dynamical system and chaos theory).
Concerning the debate about learning in games like MA, here are some of my ideas on the subject :
First, I think that a turn by turn game is the ideal terrain to elaborate some sophisticated AI because there are much less computational resources constraints than some others type of game (as for exemple a real time strategy game).
Concerning the AI probel in itself I'll consider a quite general framework : after perceiving some informations on the state of the game, a “reflexion” of the AI must lead to an action which will change the state of the game.
Of course, the main problem is to choose the best action between all the possibilities. In theory, one can really choose the best action because each possible state lead only to a limited number of others possible state and as there are final states it is possible to evaluate the true value of each state and so one can really choose the best. In practice, it is another story. The number of possible states is so huge that it is completely impossible to gain access to the whole tree of all the possible states. Because of this problem, one cannot have access to the real value of each state. The only thing that can be done is to try to predict this value. For that, one can imagine a lot of measures (or combination of them) to evaluate the value of each state (e.g. the number of enemy units points destroyed, the number of units exposed to enemy fire, …).
Now, I think that human players use also some heuristic evaluation of the different possibilities they have when playing. It is clear that human player have also learning capabilities which allows them to refine their initial skills by experimenting a lot of games (just think to our imitation capability : when we see a successful opponent strategy, we can learn it to replace it in future similar situations). Concerning this learning ability, I think some of the basics could be incorporated in an AI motor. For example, one could imagine that the system learn new way to perceive information and new way to valuate this information. Concerning the perception stuff, I think that all the available information concerning a given state have not the same value : some information have very little value (as for example the color of the units

) and some others have much more (as for example the relative disposition of the enemy countries and the allied countries). Some of these informations are high level information in the sense that they are combinations of more basics informations. In this framework, one can imagine a system which learn what are the valuable information and what are the information to discard.
Concerning the way to give value to a state, there exists also such a wide range of possible measures that it seems interesting to give to a system the ability to adapt the way it valuate a state by learning new way of measuring value or by refining his initial schemes. All these learning strategies could be implemented by various mean (e.g. reinforcement learning (that is, feedback mechanism allow the system to reinforce certain behaviour and to discard others), heuristic search by means of heuristic algorithms as genetic algorithms, …).
These were all basics and general ideas and of course, putting them in pratice can reveal really difficult.
Concerning MA itself, I don't know how the AI motor works, but I'll be rather interested to know more on it. I think that the AI motor in this game is really impressive (thats the best AI I've ever played

). Just one little remark about the fact that his most weakness (to my opinion) lies in the fact that it doesn't use transports at all. As mobility and timing are key concepts of the game, I think that maybe some amelioration could be done in this area. Nevertheless, congratulations to the developper to have created such an impressive AI motor
