I'd be surprised if the AI was getting a bonus on research like that (as an XML). I THINK it has to do with evaluating what tech it should research by dividing the cost of the tech in half when it does its calculations on valuing it.
Let me put it another way, if we were going to have the AI get a research bonus, we'd just do it in code. It makes no sense to have an XML line like that.
I don't think the AI actually checks the costs at all. Everything else in the xml implies a (fairly complex) triple-weighted random array. And I'm not sure I see how a universal halving of all values would make any decision on such an array give a different result than without it.
But it should be easy enough to check - if we just set the divisor to something silly-high (like 20) and run the game for a hundred turns, then see if the AI has picked up any more tech than usual.
That's by the by, though; if the AI doesn't have it's tech costs reduced in any way, then it will be even more brutally crushed by the exponent and the giant increase in ship tech costs.
Oh, and incidentally - a generic tech cost decreasing modifier in a stats field would be a much better way of handling research speed settings in the game setup. The present bonuses in there stack with buildings, and so become less effective the more research buildings the planet has. Very Fast research is basically just a bonus T4 lab per planet presently.
Is this really true? I remember Frogboy repeatedly posting that there is no scripted AI, but all decision are made based on calculations, asserting values to options and weighing them?
It's true, though with qualifiers - the actual AI part of the AI is a data-driven AI engine. This handles stuff like 'where will I send this ship?','should I risk attacking that fleet?' and 'that fleet has lots of missiles, should I send my PD-heavy fleet to get it?'. But large chunks of the computer player's strategic behaviour is heavily scripted; it's build choices (both buildings and scripts), it's ship designs, it's economy settings; how many ships to station as defenders.
The AI part of the AI is very good. The scripted part is not. Players presently are largely running rings around the scripted bit, and so presume the AI is bad. It's not. The AI is trying to do a good job, but is relying on being given the resources to do it's job by the brain-dead scripted bit which simply cannot provide what it needs; it's like having Napoleon leading the army but relying on an economy that's being run by Robert Mugabe to support it.