Tickets 412–454: the machines learn to play

August 12, 2026

This stretch has one story, and it's a big one: Cities and States now has computer opponents. Open a lobby, pick a few leaders from a dropdown, and start — no second browser, no waiting for a friend. Behind that simple dropdown is a long run of work teaching an automated player the whole game, giving ten of them distinct personalities, and then teaching them to want things: land, buildings, trade, research, and eventually each other's cities.

Teaching a bot the whole game

The automated player only ever acts by choosing from a menu of legal moves. So every mechanic it can't see may as well not exist. Most of this run was widening that menu until it covered what a human can actually do.

Computer players you can just add

All of that ran as a developer tool you had to start by hand, one process per bot. This is the part that turns it into a feature.

Ten leaders, ten personalities

A CPU opponent that plays optimally is just a difficulty setting. One that plays predictably differently is a character. Each leader carries preferences the others don't.

Learning to expand, and to keep building

Watching full games surfaced problems no amount of code reading would have. Three of them were the difference between an opponent and a spectator.

And then they learned to fight

Until now a computer player would swing at whatever it happened to bump into while wandering. It had no way to decide to go after anyone.

Housekeeping

Four bugs worth naming

Each of these was found by running real games and reading the logs, and each one looked like something other than what it was.