• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

CK3 Dev Diary #36 - Gotta Go Fast

Good afternoon everyone,

I’m Magne “Meneth” Skjæran, one of the programmers on Crusader Kings 3. You might know me from my work on CK2 and the Paradox Wikis. Of particular relevance today is my work on performance and AI in CK2. Today I’m going to talk about how we’ve worked with these two areas in CK3 to ensure a better game experience than CK2.

Performance
Let's start off by talking about performance.
Over the course of CK2’s lifecycle we made numerous improvements to performance, and when Holy Fury released it was the best it has ever been. The release version today feels like molasses compared to how the game performs after its long and venerated life.
CK2 has been a standout amongst PDS’ games when it comes to performance, which means we have a lot we have to live up to. As such performance has been a priority throughout the development of CK3, and especially as it has neared release. Our approach to a number of tech systems differ from CK2 for the sake of performance, and this has given us some great results.

The two systems that differ the most from CK2 for the sake of performance are threading and rendering. The two are heavily intertwined, so much so that you can’t really talk about one without talking about the other.
In CK2 our approach was pretty simple. The game as a whole was structured around the main thread. The main task of the main thread was to update the gamestate so the game progresses. In order to render frames so the users can see what’s going on, it would periodically stop updating the gamestate in order to make a frame instead. The rendering would then take over entirely until done with the frame.
During gamestate updates it would thread a large number of different operations. The way we structured this in CK2 was largely based around the characters themselves. The daily update for characters were split into a handful of segments with different rules for parallelization. For instance, during one part it would be illegal for one character to check any information that belongs to another character. During another, it would be illegal for it to change any information it owns that is visible to other characters. These restrictions meant that these updates could be done in parallel; each thread doing the same section for a different character. In practice it worked reasonably well; CK2 is a heavily parallel game and has had significant speed gains from increased parallelization. Similar setups were applied to other objects too, like titles, plots, etc.
However, there were also some significant drawbacks. The biggest one being the various rules on what the programmer can and cannot do in each update. Violating one of these rules would generally result in an OOS, breaking the multiplayer experience. Occasionally it could even crash the game. There was also a significant overhead in having to process every character in the game with most checks just resulting in “we have no need to do this part of the update”.

So in CK3 we replaced this system entirely. We moved from object-level parallelism to system-level parallelism. Now instead of processing several characters at the same time we instead process several different systems. For instance, we might update the scheme system at the same time as the opinion system. This allowed us to simplify the rules of what you can and cannot do massively: now during parallelism the only limitation is that we can’t change any visible information; we must instead store the changes we want to do and then apply them a bit later in series. Simplifying the rules means that fewer bugs are introduced, in particular OOSes. And it tends to be easier to identify what could be parallelized than it was in CK2, resulting in more work being done in parallel than before.
pasted image 0.png

[A chart of time spent on most of the parallel updates]

Furthermore, this works great with CK3’s new approach to rendering. In CK3 rendering is a separate thread rather than done on the main thread. It still needs to synchronize a lot with the main thread, as we can’t be checking an object that’s being changed. So we have a system of locks; when the render thread needs to access the gamestate, the gamestate isn’t allowed to change itself, and when the gamestate is changing itself, the render thread must wait until it can access the gamestate. Similarly to CK2, the gamestate will while updating itself periodically check if the render thread needs access, in which case it’ll hand off control for a short while. But the big difference is that a significant part of the work done on the render thread does not require any access to the gamestate, and can thus be done in parallel with the gamestate update.
And do you remember the rule I mentioned earlier? The parallel updates to the gamestate aren’t allowed to change visible state, so during these updates it is safe to update the render thread. So overall the section where the render thread might have to wait is pretty small, and it ends up doing most of its work at the same time as the gamestate.
Now, we do still have some object-level parallelism left, most notably the AI. But the AI in CK3 is set up to never change the gamestate directly, so rendering can continue while the AI figures out what to do.

Overall these changes have meant that CK3 has better thread utilization than CK2, a more stable framerate, and that it is harder for programmers to make threading mistakes that lead to bugs, OOSes, and crashes.

For a point of comparison, I did a quick test on my machine comparing CK2 and CK3. I simply let the game run at full speed for a minute, and compared the frame rate and how far the game progressed. Both games got equally far in; starting in September 1066 they both got to April 1069. However, CK3’s frame rate was much higher and more stable than CK2’s. Considering CK3’s far better graphics, these results are exactly what I was hoping for.

Let's take a look at the difference threading makes. I set up a simple test; I ran the game for 1 minute on my machine at max speed, first with threading fully enabled, then with threading disabled. You can see it for yourself below. Left is with threading, right is without:
The red line you see in the video is the time between each frame. For 60 FPS it should be at or below the green horizontal line.
As you see, the difference is staggering. Without threading the framerate is dreadful, and the game progresses far more slowly. With threading the game progressed 958 days, while without it only progressed 546 days. That is, it ran 75% faster with threading, and with a far far better framerate.
The machine I’m running this on is my home PC, which at the time of recording had an i7 4770K, a GTX 1080, and 16 GB of 2400 MHz RAM, running at the highest graphical settings. The CPU and RAM are both quite old and by this point far outperformed by newer models, though the GPU is still solid. Max speed on this is high enough that I almost never use it in normal play, instead mostly using speed 3 and 4.

So beyond what has been mentioned, how do we work with performance on CK3? We periodically dedicate time to ensuring that any new performance issues are dealt with, and investigating opportunities for further improvement. This often means increased threading, or reworking systems to be more performant. One of my favorite ways to make the game faster however, is by slightly modifying the design to avoid expensive calculations that the player won’t be affected by. To take one example we update the progress of the player’s council tasks every single day. But for the AI we only do so once a month. The player is unlikely to ever notice the difference, but this way we reduce the cost of these updates to 1/30 of what they otherwise would be. Optimizations like this are all over the place in CK3 (and to some extent in CK2); there are a lot of small shortcuts that can be done that have a huge impact on performance but little or no impact on the player experience.

AI
Now it is time to talk a bit about the AI as well.
The person who has been in charge of AI for most of CK3’s development is Niklas “Captain Gars” Strid, but he’s currently on parental leave. For the last year or so I’ve been helping out with the AI, and now in his absence the full responsibility of it has fallen on me.
Since I didn’t design the AI, this is going to be briefer than it might’ve been if Niklas was here to write it, but I’ll cover some of the basic ideas behind how we’ve handled the AI in CK3.

Our main goal with the AI has been that it should make the game more fun for the player. This has several aspects to it:
  • It should provide some level of challenge, because steamrolling from the get go isn’t fun
  • It should avoid doing things that are frustrating, even if it would make it “smarter”
  • It should feel as if it’s a plausible actor within a Medieval world
These goals all have both overlap, and parts where they’re in opposition to one another. For instance, avoiding frustration does result in a slightly less challenging AI, but that’s often a sacrifice that makes sense.

One of the biggest structural changes in CK3’s AI is how it deals with its military. In CK2, if there were multiple AIs on the same side in a war, they would essentially act independently from one another with some systems for coordination. This usually worked fine, but sometimes it’d lead to a lack of coordination between allies and the AI taking odd decisions.
In CK3 we’ve designed the system from the ground up to handle multiple AIs on the same side. Instead of each AI commanding their own troops, they assign their troops to a war coordinator that handles all decision making; the individual decision making is just what troops to assign (which kicks in if there’s more than one war they could participate in).
As such AIs tend to act in a much more coordinated manner.
However, that doesn’t address coordination with the player. CK2’s approach here in the end was to introduce an AI order system where you’d simply tell the AI what to do. We don’t currently have that in CK3, but the AI still has a focus on assisting the player. Generally speaking the AI will try to keep its armies very close to the player, and help out in battles even if those battles will be lost with its help. An AI order system like in CK2 might still improve this further, but the gap is much smaller than in CK2 so we decided it would not be a priority for release. Additionally, the existence of the order system in CK2 significantly complicated the AI code, making further development of it more difficult, so there’s a tradeoff to be considered when it comes to the # of bugs it’ll introduce, and the slowdown to AI development it would be likely to cause.

So that covered “provide some level of challenge”, but what about avoiding frustration? There’s a lot of small things here and there designed to do that, but let’s talk about a couple of concrete examples. In CK3 the AI has a system I tend to call “stand and fight”. If the player (or any other enemy) is near its army, will beat it, and there’s no real hope of winning the war as all its troops are already gathered, then instead of running away the AI will find a nearby defensive location and wait there for up to a month for the enemy to wipe it out. This way instead of dragging its demise out it makes a last stand in a good location. The result is that the player doesn’t have to chase down armies nearly as much as in CK2, but that it only tends to kick in for wars the player is clearly going to win regardless.
Similarly, often the game design itself is created with the AI at least partially in mind. We’ve talked about the fort mechanics earlier, but the quick recap is that walking deep into enemy territory without sieging first is going to kill most of your troops. The AI will thus virtually never do it, so when you’re behind your own lines you have the time to regroup and figure out what to do. Similarly, there’s little temptation to try to chase down the AI deep into its territory. This helps keep the focus more on siege warfare, which is very fitting for the era.
It contributes to every goal I’ve mentioned: The AI ends up better due to there being fewer options available, so we could make it smarter in picking between those. The player gets less frustrated. And it emphasises a historical aspect of the era, while avoiding silly chases halfway around the world.

Now, that’s been a whole lot of talk about military AI. What about the rest of it? The overall approach there’s generally pretty similar to CK2, though rebuilt from scratch. The AI will periodically check a variety of possible actions, and take them if they make sense. There’s some randomization, and AI personality affects a variety of actions, to ensure that the game feels alive rather than deterministic.
More of the AI can be modded than in CK2, as the interaction system has far less hardcoding. There’s still parts that are hardcoded, such as actions that aren’t interactions, but overall it should be possible to influence a bit more of the AI than in CK2.
Reduced hardcoding has also meant that balancing the AI is easier for us than in CK2, as a programmer doesn’t always have to be involved. Especially once we get feedback from a large player base after release, this and various architectural improvements in the code compared to CK2 should make iterating on the AI easier than before.
Huge parts of what other characters do is also handled by events and so on to a greater extent than in CK2.

Generally speaking, the goal of the non-military AI is to make the world feel alive. This has occasionally meant needing some restrictions to ensure the player doesn’t get overwhelmed. For instance, we’ve had to on numerous occasions restrict seduction against the player so that they don’t get absolutely spammed if they happen to play one of the few female rulers around at game start.

Overall the AI should in many ways feel similar to in CK2, but with more of a focus on making the best possible experience for the player. After release it should be easier for us to further improve on the AI than it was in CK2.
PC Upgrade
20200727_221955 (1).jpg

[My newly upgraded PC]
Funnily enough, between when I first wrote this dev diary and when it was set to go out, I decided that it was finally time to upgrade my PC. I replaced my aging i7 4770K with a nice modern Ryzen 9 3900X, and my 16 GB of 2400 MHz RAM with 32 GB of 3600 MHz RAM.
So I re-recorded my 1 minute test with full threading, which you can see here:

As you can see, this runs the game at a level I can only describe as unplayably fast. In a minute it progressed 1498 days, 56% further than my old CPU. The framerate is also more stable than before, so I’m quite happy with the results.

pasted image 0 (1).png

[My new machine running the game at 1000 FPS. Only while paused in one particular corner of the map though]

That’s all for today, folks!
Next week we’ll be back to talk more about modding.
 
  • 93Like
  • 87Love
  • 22
  • 7
Reactions:
How's AI behaviour concerning priorities with island warfare?

In CK II, whenever the AI can reach your capital solely by boat, they almost always abandon everything and head straight for your capital no matter if fighting for some random county or invading their whole kingdom.

While it is interesting to see the whole English army withering away on Iceland while they are being invaded, does the AI put a bit more priority on defence in island warfare, especially if they stand to lose everything?
 
  • 3Like
  • 1
Reactions:
...huh? It's hard to get the computer to check list A on even days and list B on odd days (and remember a digit 0 or 1 for each day)?

What do you do when you go from the 31st to the 1st

What do you do with leap years

How far the rabbit hole of "how screwed up are calendars" do you want to go. Cuz many a dev has wanted to jump off a cliff trying to deal with dates. And you want to tie an AI state with something as terribly convoluted as a calendar
 
  • 6
  • 3Haha
  • 2
  • 1Love
Reactions:
What do you do when you go from the 31st to the 1st

What do you do with leap years

How far the rabbit hole of "how screwed up are calendars" do you want to go. Cuz many a dev has wanted to jump off a cliff trying to deal with dates. And you want to tie an AI state with something as terribly convoluted as a calendar
I'm quite certain that CK3 doesn't have leap years. Also, the suggestion was probably to call std::swap on both buffers at the end of every day, so you don't need to tie it to the date.
The problems are somewhere else:
Why is this expensive or difficult to implement? Isn't it as simple as keeping two game state slots A and B, with one marked "old" and the other marked "new" on a given day, and switching their positions daily?

Suppose A is marked "old" and B marked "new" on day 1. Then after using information from A to modify B, we relabel B as "old" and A as "new" for day 2 and then use the information on B to modify A. Then relabel A as "old" and B as "new" again for day 3, etc.

I don't see why the computer has to do any more processing in this setup then it does for a single game state. The only expense seems to be space: you need to hold two game states worth of data. But given that an uncompressed save game in CK2 is usually around 25 MB, this doesn't sound so bad.

If you impose a blanket ban on ever reading from the "new" state to process modifications to the "new" state, then doesn't this rule out illegal reading?
This severly restricts the computations you can perform. For example when processing an event the content designer might set a character flag and in the next line kill all characters with that flag. If you do it with two seperate buffers that event cannot be processed correctly. So it is possible but it basically kills the event scripting language.
 
  • 1Like
Reactions:
What do you mean by threading on/off ? It's the hyperthreading activated in the bios ?

Even though you made your program support multithreading(=multitasking,loosly speaking), you can run it with a single thread(No multitasking) with a configuration.

If your program run with a single thread, you can say threading off.
 
  • 1Like
  • 1
Reactions:
What do you do when you go from the 31st to the 1st

What do you do with leap years

How far the rabbit hole of "how screwed up are calendars" do you want to go. Cuz many a dev has wanted to jump off a cliff trying to deal with dates. And you want to tie an AI state with something as terribly convoluted as a calendar

(and remember a digit 0 or 1 for each day)
 
  • 2Like
Reactions:
What do you do when you go from the 31st to the 1st

What do you do with leap years

How far the rabbit hole of "how screwed up are calendars" do you want to go. Cuz many a dev has wanted to jump off a cliff trying to deal with dates. And you want to tie an AI state with something as terribly convoluted as a calendar
Using Julian date solve at least some of that issue. There is even a formula to go from Julian date to numeric month, day, and year (in whichever order you want). It even includes leap-years, so bonus there.
 
  • 1Like
  • 1
Reactions:
...huh? It's hard to get the computer to check list A on even days and list B on odd days (and remember a digit 0 or 1 for each day)?
Yeah its not that simple, the amount of time to refactor for that would be quite large.
As you've got to care about the state of the whole program and what can be accessed when, especially with a code base that has any level of tech debt or legacy in it with global state via global variables or singletons which are not tied to the gamestate itself this becomes more and more complex to do.

So its a weigh up of the time investment for that vs its gains, and as Meneth stated in the thread already waiting for the game state locks is not a huge cost for us.
 
  • 12
  • 4
  • 2Like
Reactions:
You won't see a benefit for PC below a i5 unfortunately. Threading optimization is only useful for PC with at least 4 cores.
But today the new i3 processor have better result than the old i5 he is using in his benchmark.
I just jope these i3s are not more expensive, than these old i5s
 
  • 1Like
Reactions:
Something to keep in mind is that long term thinking for the player is also absurdly long term. In real life, you arent planning most things out literally decades ahead of time...but that is a pretty typical situation for the player, who plans out goals they know they might take decades or even a few centuries to complete.

We need to remember that long term in real life is more of the next 2 decades at most sort of affair, as very few plans can survive that long to begin with and not have something go and make it impossible. So an AI realistically planning something long term is still going to appear to the CK2 player as doing something short term due to the skewed perspective the CK2 has.

True, compared to the AI or IRL individuals the player has almost clairvoyance-level of foresight. I think Paradox is aware of it at some level and has tried to curtail this advantage by giving priority to the character's traits and personality as opposed to just being an avatar of the player. I think stress will be an interesting mechanic in this regard, forcing us into a balancing act between what is strategically optimal and what fits the personality of our rulers.
 
  • 5
Reactions:
I bet you 5 bucks it's still a thing.
agree, though to cut down on the amount of new characters, they have the new wanderers system, where courtiers from courts will become wanderers and appear in other courts as guests.

And I guess every so often some characters get pruned from the pool of wanderers.
 
  • 3Like
Reactions:
Does CK3 still disappear unimportant characters (no titles, not married, no children, etc...) or were you able to get rid of that optimization from CK2?
That's no longer a thing.
People with no reason to stay in your court might go wandering however.
And once a character has been stuck wandering a while (due to there being no relevant court for them to go to, and them not matching the criteria for any of the many things that pull from the wandering character pool), their health slowly gets worse.
So the lifespan of wanderers with nowhere to go is shorter, but they don't simply get disappeared.
 
  • 9
  • 5Like
Reactions:
Amazing work on performance! Kudos for the team.

How about performance on Mac OS? Imperator on Mac is pretty much unplayable, while Windows version on same machine (through Bootcamp) is pretty decent.

Last update of EU4 also had a notable performance drop in Macs.
 
That's no longer a thing.
People with no reason to stay in your court might go wandering however.
And once a character has been stuck wandering a while (due to there being no relevant court for them to go to, and them not matching the criteria for any of the many things that pull from the wandering character pool), their health slowly gets worse.
So the lifespan of wanderers with nowhere to go is shorter, but they don't simply get disappeared.
This probably isn't the place to ask, but how hard is it to pull people out of the wanderer pool? In CK2 people who weren't in a court didn't always have a location and without a location they couldn't be interacted with.

At the same time, I thought someone said that spontaneous character generation was also lower in CK3. Not completely cut off (since sometimes the RNG just hates giving out daughters), but severely curtailed. I imagine that such helps with performance too. You probably don't have the time or inclination to SCIENCE!!! up a comparison in CK3 of doing things the CK2 way (where you generate all the characters whole cloth and then vanish them) vs the new way.
 
This probably isn't the place to ask, but how hard is it to pull people out of the wanderer pool? In CK2 people who weren't in a court didn't always have a location and without a location they couldn't be interacted with.

At the same time, I thought someone said that spontaneous character generation was also lower in CK3. Not completely cut off (since sometimes the RNG just hates giving out daughters), but severely curtailed. I imagine that such helps with performance too. You probably don't have the time or inclination to SCIENCE!!! up a comparison in CK3 of doing things the CK2 way (where you generate all the characters whole cloth and then vanish them) vs the new way.

I might be wrong about this, but I believe wanderers will always have a location, they just won't have a "home" court. They will move from place to place every couple years, unless they are given a reason to stay e.g. granted lands or have their claims pressed.

And if I understand correctly, the wanderers system mostly replaces most of the auto-generated characters, which is a big boon for performance. I'm pretty sure there's no more "promote commander" or similar decisions, you have to use the character finder and give them a reason to join you. I'm interested to see how that works in practice, because I rarely used those decisions but found them really essential when I did, such as really quickly introducing and then seducing a debutante after my only heir died while my wife was too old to have a kid and then legitimizing the resulting kid.