Using genetic algorithms to 'train' my AI

Hi,

My name is Peter Norberg and I’ve previously written about my game AI in this thread: AI in a turn based strategy game. It’s been a while since my last update and due to this I thought it would be best to start a new thread. But there’s been a lot done on the AI and it’s now quite developed and able to do most of the needed actions as well as simple diplomacy.

Now I’ve just started to see if I can ‘train’ the AI by using genetic algorithms. I’m not sure if this will be a success or not. At my blog, Words from the Netherlords, I’ve described how I intend to do it and my intention is to write down my conclusions when I’m finished with it, good or bad…

Rising Empires uses an utility-based AI which depending on the sitiuation and its free resources can make multiple decisions each turn.

All thoughts on the subject are welcome!