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CK2 Dev Diary #71 - AI and Optimization

Good afternoon, everyone. I’m Magne “Meneth” Skjæran, back again for another dev diary. The list of previous topics I’ve covered is getting too long to include in full, so I’ll just include some of my favorites: modding, optimization, and quality of life.
Today I’ll be covering one of those topics once more: optimization. I’ll also talk a bit about what we’ve done to improve the AI in the upcoming patch; I’ll even share the whole AI changelog, which is by far the biggest in CK2’s history.

Let’s start out with optimization. Optimization hasn’t been a focus on anywhere near the level it was in The Reaper’s Due, but with the sheer number of new provinces we’ve added in Tibet, the Tarim Basin, and the Middle East, we wanted to ensure the game wasn’t slowed down. So during development we spent some time profiling the game to identify parts that might be made faster, and have kept track during development of the average speed of the game in our overnight hands-off campaigns.

The result of this was roughly 50 changes across a variety of different systems, ranging from tiny optimizations to a few large ones. The largest, sadly, was simply fixing a performance issue introduced earlier in JD’s development, but still this resulted in a noticeable improvement over 2.7.

Here’s a small selection of the changes we made:
  • Ported HoI4's optimization to GUI focus processing
  • A few optimizations to unit map icons
  • Courtiers now only check events every 50 days instead of 20
  • Checking if minor titles need an update is now done in parallel
  • Informed the AI that we changed how decadence works years ago and it shouldn't give titles to its family members just for the hell of it
  • Unlanded characters will no longer take the "become council member" ambition
  • Added "ai_check_interval" parameter for decisions. This determines how rarely the AI checks a given decision, and can be useful for performance-heavy decisions that don't need to be checked often
  • Plot and ambition selection is now done in parallel, and applied in series
  • Raid armies now only re-evaluate where to go if they have a compelling reason, or haven't done so in a while, like regular armies
Essentially, a bunch of small changes, including some increased parallelization.
On top of this, we also made a few changes to avoid unnecessary characters getting generated:
  • Restricted a few events/decisions that would generate characters to playable characters, and one to non-mercenaries only
  • Improved PopulateCourt so that more characters than necessary aren't generated, by better counting councilors, counting existing concubines, and ensuring only AI characters that would want to marry generate marriage candidates
  • Characters currently in hiding or prison can no longer impregnate women, who were already excluded from impregnation if they were in hiding or prison
  • Made AI baron generation try to find an appropriate character in court first; only if that fails is a new character generated
  • Fixed naval mercs generating sub-unit commanders
As a result, despite the significant number of provinces 2.8 adds, and the extra characters arriving from China, the game now plateaus at a similar level to 2.7:
upload_2017-10-16_12-0-37.png

For comparison, here’s a similar graph from Reaper’s Due:
vMnckpc.png

Sadly I don’t have a similar chart from MnM. To the best of my knowledge, in MnM it would look very similar to JD’s chart.

There’s been a bunch of other minor changes between what I’ve listed above, but they’re too many and too technical to be especially interesting.
Overall, in our tests, these changes combined have resulted in the first decade of the game being 8 to 16% faster than 2.7. As you can tell, this varies some by PC, but every single machine we tested it on ran faster in 2.8 than 2.7. Note that as our main goal was simply to ensure that no slowdown had occurred, we only have precise metrics for the first decade, though our overnight tests indicate that roughly the same result holds through for long-term performance as well.
We’ve also taken a few steps to reduce memory use a little, though we don’t expect this to be noticeable except perhaps for those on machines with very little RAM.

Now, let’s move onto the AI. The CK2 AI has always had a few idiosyncrasies, though the character-based nature of the game means that this doesn’t hurt the game experience as much as it might in other games, since human beings doing silly stuff is quite normal. However, some areas can be frustrating even with that taken into account, such as troop movements, and the AI having little regard for border gore when handing out titles.
In 2.8 we’ve therefore spent quite a bit of time on various parts of the AI. Without further ado, here’s the full AI changelog for 2.8:
- Fixed one way AI characters that should have AI could end up with no AI
- The AI now actually considers the idea of sending its army to a province if its friends are there or adjacent, even if the province is otherwise a bit boring
- The AI now actually realizes that friendly armies standing near a potential target is a good thing even if it doesn't personally own those armies
- Once the AI gets to its allies it won't decide that if it can't attach due to supply, it is better for everyone if it just packs its bags and goes home. Instead it will now try to stick close
- The AI is now vaguely aware of the existence of tribal vassals when evaluating whether a faction has a real chance of succeeding
- The AI now checks to see exactly how many liege levies it'll deny its liege by revolting, rather than going "eh, half my levies I guess?"
- The AI now takes tribal vassals into account in most decisions where it considers how strong a potential enemy or ally is, rather than simply pretending they don't exist
- Fixed aggression from ambitions having 20 times as big an effect as intended
- AI will now also call allies to arms if the estimated answer is a "maybe," to force them into making a decision.
- Raiding adventurers now realize once they've been settled that maybe, just maybe, they should consider their new realm their base of army operations, and return armies there when they're not up to anything
- AI: Should be snappier to evaluate settlement decisions when needed
- If defensive pacts are disabled, the AI will no longer think no one could possibly be a threat to it
- AI: Made the Pope less reluctant to accept requests for excommunication
- AI (Conclave): Will never pick Heritage or Faith Focuses for children of the right culture and religion
- Tributaries are now always aware that their tributary relationship benefits their suzerain more than them, and that they could potentially break free
- The AI no longer gets increasingly reckless the more "rational" it is; being enlightened by your intelligence turns out not to make your troops any better
- The army AI no longer thinks that just because two destinations are pretty much equally good, it should switch back and forth between the two and thus never get anywhere
- The army AI now understands that if it has bothered to start a siege, maybe there was a good reason to do so, so we shouldn't just run off right after just because another destination looks very slightly better
- Taught the AI that more loot means a province is a better target for looting
- The army looter AI now actually realizes that if all the loot in a province is protected by holdings and the army isn't big enough to siege them, it isn't actually a good loot target
- The AI now considers any strong realm nearby a potential threat
- Taught vassals how to send alliance offers to other vassals
- Informed the AI that we changed how decadence works years ago and it shouldn't give titles to its family members just for the hell of it
- Told the AI that if it is the attacker in a war, it *might* be a good idea to actually go attack the defender even if you're targeting their whole realm rather than a specific title within it, and it is a bit of a long walk
- The AI has learned how to spell, and no longer look for "soceities" missions when they're actually called "societies" missions. With this newfound ability to spell, the AI is better at identifying mission targets
- Taught nomads that if they rise in revolt in response to an attempt to split their clan, maybe they should accept it next time rather than rise again and again
- The AI is no longer deathly afraid of going overseas to help its allies just because the enemy is a bit far away
- The AI no longer thinks that just because a province is *someone*'s capital, it's a good target; it is now more discerning and only cares if it is the capital of an enemy
- The AI is now a bit more aware of just how superior heavy cavalry is to light infantry
- The AI now no longer thinks that enemy armies adjacent to other enemy armies are just on vacation, and won't help out if it were to attack
- Gave the AI a crash course in how to hand out titles
- Gave the AI a crash course in how to transfer vassals in a way that won't make you want to claw your eyes out
- The AI now realizes that just because it has occupied everything it borders, it shouldn't skip out on occupying the non-bordering stuff
- Taught the AI a few things about how supply works, and why a doomstack isn't always the best way to deal with it while travelling to its destination. The AI is hard of hearing, so it only partially understood this lesson, but partial understanding beats no understanding, right?
- Taught the Pope Geography 101, with an emphasis on what "distance from Catholicism" and "size of kingdom" means in the context of Crusades, and why this means that invading India when Egypt is right there might be a bad idea
- Informed the AI that just because their ideal commander can't lead troops right now, doesn't mean they should just skip assigning a commander to the flank they wanted to assign that commander to
- The AI now realizes that once it is landed, it should base its army in its capital rather than have it stand in the middle of nowhere, taking attrition, just because it happened to spawn in the middle of nowhere many years ago
- Betrothed men no longer go "nah, can't fulfill this betrothal" after sending a marriage offer which you accidentally reject. They will also no longer decide to not bother to resend the offer while mumbling "let's see how *they* like being ignored"
- Told just-spawned raiding adventurers "hey, your fleet is right over there" so that they wouldn't disband instantly when spawning on an island with no good raid targets, due to thinking that getting across the sea is simply impossible
- Members of small reformed religions are now a bit more fond of joining Great Holy Wars and the like
- The AI has finally come to the realization that it is allowed to invite its own vassals and courtiers to plots, not just the vassals and courtiers of the target

Shortly put, this fixes some of the more blatant mistakes the military AI would make, though I’m sure there’s still some left; I’ve personally still observed a few AI loops where the AI will start and stop moving every day, but sadly that wasn’t reproducible from save and thus couldn’t be fixed. It should be a bit more committed to its actions now, and better at figuring out where it should actually be going.
Beyond that, the AI is now much better at handing out titles and transferring vassals. For the hand-out part, it tries to avoid making existing vassals stronger, instead preferring to create new ones, and tries to maintain its culture and religion if reasonably possible, as well as strengthening its dynasty. For vassal transfers, it now tries to give it to adjacent vassals so that sub-vassals don’t end up scattered all over their realm. Inheritance will still lead to that kind of thing, but that’s historical, so not something we consider much of an issue.
There’s been a number of other tweaks, but one I think people will be especially glad to hear of: the Pope should no longer be calling random crusades for India when he’s got targets much closer at hand.

That’s all for today. If you’ve got any questions, feel free to ask them in the thread.
 
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OMG the change log is a complete TROLL
Very interesting but a long TROLL

In short, TROLL the AI
 
Part of the update to the grant and transfer logic did exactly this :)
It's not perfect or anything, but the results are far better than in 2.7.
Thanks. It wasn't too clear in your posts.

I've been thinking about the nomads with far flung empty nomadic territory. Maybe nomads should get the nomad agitation that other government types get but have their solution to the problem be connecting their realm to the provinces (for islands a connected sea tile or two would have to count).

Upon Khagan death all unconnected nomadic land should revert to new independent nomads. Lands held by other government types that are separated shouldn't matter the same.
 
Part of the update to the grant and transfer logic did exactly this :)
It's not perfect or anything, but the results are far better than in 2.7.
I'm seconding what he says, nomads should have a penalty for held counties not connected to the capital and/or their distance from the capital. This is logical and makes players less inclined to hog only the counties with lots of holding and give away poor land to vassals just to satisfy the clan land demand, while sensibly nerfing nomads, since they're already OP.
 
Does this fix the "help manage titles" decision? I've used that a total of one time (at least, intentionally) ever since it was introduced. I assume that the decision uses the same logic to hand out titles that's available to the AI, so fixing the AI decision-making process should fix this, no?
The "Get Help Managing Your Titles" decision just sends an event to your steward where they can choose who to give holdings to based on their personality. I doubt it will be affected by this change, since it uses scripting stuff instead of the normal AI.
 
Is the Patrician AI bit better now regarding how they expand and not putting all their money for winning elections but upgrading their holdings?
Also, is there any possibility to allow the player to take back the Trade Ports the Doge AI stripped, due to election loss.
(had one last night somehow even if was 2000 votes over the second candidate, crippling my game).

Is one of the most frustrating aspects of this game playing as patrician, especially around the time black death hits, some times wipes out completely our Trade Ports economy by losing the elections.
 
Cheers for the DD Meneth, and all the extra answers - AI improvements and optimisation are both always most welcome :D. Also, good to see HoI4 making CK2 better, despite the subject-matter centuries between them :).
 
@Meneth
Can you please make newly created Republican families have a family like Nomads? Nomads got this feature long ago but Republic don't. I like to play with more and deadly diseases and with this settings Republic are not able to grow a family because they get wiped out and just a one guy family appears. Till he got a wife and a prosperous family he dies again.
 
Good, good. Thanks for the full changelog - that makes for interesting reading indeed. I wonder, though... Are the developers fairly sure that the restrictions on courtier-spawning won't increase the likelihood of historically present barony-level families (such as de Brienne, Hohenzollern, etc.) going extinct? This would be such a pity, as I almost always - if applicable - try to nurture these dynasties due to their unique coats-of-arms, and land them if any opportunity arises. It would be a pity if they'd start dying out more regularly than they do now.
 
- Will AI keep ignoring Holy Order's troops ?
- Will AI start to raise its centralization in order to increase its demain size (especially for Duke and small kings who are far from it and will never need the +30 vassal limits) ?
 
Absolutely ecstatic for this expansion now. Can't wait to get my hands on it.
 
Any chance of making the AI able to evaluate the potential for a target to raise decision armies? IE a defensive pagan lord that might only have a 1000 levies but can get to 10,000 if declared on due to decisions. AI is suicidal when it comes to attacking defensive pagans, due to its inability to recognize that it shouldn't attack a defensive pagan lord that has 100+ piety.
 
Same number of characters spread out over more area is supposed to be a good thing? This game already feels lonelier and lonelier. It used to be so active and full of little minor characters, but now it's a ghost town in some courts.
 
Same number of characters spread out over more area is supposed to be a good thing? This game already feels lonelier and lonelier. It used to be so active and full of little minor characters, but now it's a ghost town in some courts.

Agreed, they didn't optimize the game, they made it shallower.

Oh please I remember the retirement home the game used to feel like in certain places.

You would hit the claimaints button and it was just 50 year old after 50 year old. Fat chinned 50-60 years olds who would often never reproduce or get married because of sheer age but just survived into maturity, just hogging up resources.

The prune excludes a wide group of characters friends, lovers, siblings, direct family members, anyone with a job or minor title at court.

It still provides an ensemble cast of interesting backup characters.
 
Yes. Fall 2017.


Winter begins December 21st; so before the 21st of December.
Awesome.We should probably get something more concrete in a few weeks since december isnt that far off. Too bad its release is so close to the winter sale.