Playing against the AI, or simply watching it play as observer, we not only learn a lot of its inner workings, but also discover curious facts, like the examples that follow.
MEMORY LOSS. The AI has not much difficulty in finding enemy bases shortly after the start of a game. It sends explorers in two or three directions which, if not intercepted, get there all right. After they are duly killed, the AI sends a few more fighting units to the same spot, and keeps doing so all the time if the enemy does not move. But, if the enemy sends out a group of warriors and there is a battle somewhere in midfield, the AI forgets the location of the enemy base, and it may take it a lot of time and effort to find it again. For a human mind this loss of memory is puzzling (although easily understandable by those with some programming knowledge). However, it should not be difficult to provide the AI with the ability to remember key points on the map once they have been first discovered.
THE RAT TRAP. Suppose a map where a natural barrier (trees or mountain) forms a cul-de-sac. If the CPU army is lured into it in such a way that their units and the enemy's are on sight but divided by the barrier, it can be kept there indefinitely. The AI is not clever enough to go back and find the correct path to the enemy, but keeps instead its whole army moving to and fro against the barrier to no avail. Experimenting with such a setup I have been able to wipe out enormous CPU armies with a few long-range weapons, with very little harm to my own faction.
THE WHEEL OF DOOM. A powerful CPU army has found an enemy base and attacks it with all its might. In a short time, all enemy buildings and units are destroyed. What now? The usual procedure for the army is to get back or scatter away randomly, but, in some cases—-fortunately infrequent-- the AI exhibits this curious behaviour: all units seem to want to get to the centre spot of the former enemy base; they collide with one another, they move frantically up and down, left and right, never at rest, always in a perpetual motion, forming a sort of alive ball-like monster, oblivious of the fact that there may still be other enemies on the map. This is what I have come to name “The wheel of Doom”. If attacked, they repel the attack killing all foes, but get back immediately to the wheel. Any new unit produced by the CPU base hurries also to the wheel, which keeps growing and growing. I have watched one of those monsters for over one hour, never deviating from this behaviour, until its sheer size was too much for my equipment and the game froze. Now, two questions arise: Why does the AI behave like that? And, why does it happen only from time to time? (My guess would be about one in ten).