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HOI4 Dev Diary - Performance and AI

Hello! I’ve been drafted from EU4 to fight in the trenches together with the HOI4 team for a month and give some support on AI and performance. So I’m here to talk about those.

AI

I’ve been mostly devoting my time into improving garrison orders to solve some really wonky cases that could happen. Like it placing two units on Magdeburg instead of Berlin letting the capital be completely exposed. But also focused on making the garrison work a lot better when you don’t have enough troops to cover every point in the order that needs it.

First I implemented a new tool for HOI4 to let us programmers visually inspect what the unit controller is up to.

capture(95).png

Province Weights

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State Weights


After that came the big task, rewriting garrison order and how it assigns units. There’s been a lot of issues here and you’ve probably experienced them from time to time. Shuffling, units prioritizing the wrong states or provinces, the list goes on.

So what did I do that is new. Instead of having the old logic setting up rules for where units should go I went with a thing I hate. Mathematics. The main difference is that each state will sort of calculate how “painful” it is to remove a unit from it now. This means as each state goes through this, they will be trying to find the least painful way to perform the garrison order and will eventually settle on a sort of equilibrium.

It’s given us a lot easier way to control where units should go in a garrison and where they end up will match a lot more in style of the weights you can see on the pictures above.


A thing that we have been planning to do for a long time and finally got around to is to allow a more flexible way to control how the AI plays. We use a system we call “Ai Strategic Plans” for this. Its essentially telling Ai to act a certain way when it comes to national focuses and priorities based on scripted conditions. To put that in english I am going to hand over to @Bratyn for some examples:

Some situations in which the new Strategy Plans have been useful is to ensure ‘compatible’ AI behaviour in the case of an ahistorical Germany. A lot of the AI behaviours for the major European powers has been based on the assumption that Germany remains fascist and causes mayhem in Europe. This means that AI Italy would usually see Germany as an ally, and that AI France would either always go with the United Kingdom (if historic mode was turned on), or be so unpredictable that it was problematic for planning out and predicting alternate history scenarios.

Using strategy plans, we have made these AI nations partly behave more logical to the changing world scene, and partly ensure that the player will always have a challenging playthrough. Going democratic Germany, only to get your only enemy (Soviet Union) end up at war with both the Allies and yourself, is not a very fulfilling playthrough. Instead, a new strategy plan will now load for France upon German completion of the “Oppose Hitler” focus. This delays their pick of which political direction to head into until we have more information from the German player, essentially a ‘holding pattern’.

  • If Germany revives the Kaiserreich and chooses “Focus on the True Enemy”, France is released from the holding pattern and will go with Britain, forming a counter-reaction to rising German colonialism. Essentially, in this playthrough not much will change other than Germany being unaligned rather than fascist. The war will likely develop in a similar matter (though not on a similar timeline), with one war with the Allies, and one war with the Soviet Union.

  • If Germany revives the Kaiserreich and chooses “Expatriate the Communists”, these communists will head to France and give them a communist drift national spirit. France is released from the holding pattern and will go communist, choosing to side closer with the USSR so that both powers can stand against the new Anglo-German alliance.
  • If Germany goes democratic, France is released from this holding pattern and will choose to Revise Versailles. Which direction they pick next is up to the AI, ensuring some unpredictability. France may go Communist and start their own faction, or join the Soviet Union, ensuring a two-front war if Germany goes to war with the USSR. Alternatively, the French may go fascist. They then will go for “Woo Italy”, creating a new semi-powerful Fascist faction in south-west Europe. Similar strategy plans for Italy (and liberal application of AI strategy values…) ensure this alliance is stable. A new focus for france “Dismantle the Democracies” becomes available if Germany is democratic, and the AI has a high likelihood of taking this when the Germans are already at war with the USSR. This makes gameplay more dynamic, and ensures Germany will have ample enemies to fight against even if they elected to go democratic.
We also used AI strategy plans to teach the Chinese AI how to handle the Inflation mechanic and do things like making the PRC AI keep the peace in China when they are going for the peaceful takeover through the political struggle. All in all, to myself and @Archangel85, this has been (and will continue to be) an invaluable tool for ensuring believable and, most importantly, fun playthroughs for each ahistorical path that one can take. We hope to continue building upon this basis and make nations ‘smarter’ in dealing with alternate history situations, or just general oddities that arise in the state of the world over the course of a playthrough.

Modders I am sure are going to like this a lot, so for you guys check out the example below for how it can be set up (regular humans without modding superpowers can safely ignore ;) ).

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PERFORMANCE

Late game performance have always been a tough nut to crack for us on our games. For Cornflakes we rolled up our sleeves and got elbow deep into the code to improve it the best we could.

In order to measure performance and see where it goes bad to better pinpoint what causes the slowdown I write a little script that generates this super sexy graph for us.

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We did tons of neat little tricks to improve our performance. AI when it micromanages does a lot less pathfinding now. The game will automatically balance workload between cores depending on how long the hourly update took for a country, The fronts system has been a lot more streamlined to make it not hog performance

And we’ve done quite A good job at it as well. Here’s the result of our hard work just this week

capture(94).png


Between finding ways to make things more efficient and utilizing the cores on the CPU better we’ve gotten an overall improvement late game. We won’t rest there though, there’s tons more that we can do to make late game an even more enjoyable experience!



To conclude this Dev Diary, we have a reminder for you. Tune in for the first day of the Three Day War later tonight, 20:00 until 22:00 CET. Since the release of Waking the Tiger is approaching we have invited some of the grandest streamers to battle it out in multiplayer and show off the expansion as well as put the build to the test.


Quill18, Alex the Rambler, Marbozir, Enter Elysium, Solar Gamer, Spiffing Brit, Drew Durnil, The Prussian Prince, Bratyn, Da9L, Shen Plays and Jay’s Gaming will all be streaming their point of view in their own channels, and we’ll be hosting a main observer stream at the Paradox Twitch channel: https://www.twitch.tv/paradoxinteractive

Next week we are going to try and do a big recap of all the features and changes and also talked about a bunch of small stuff that hasn't fit into diaries so far. See you then!


Rejected Titles:
Droogies Quest For The Missing Core
Hoi4 Dev diary: Reverse the polarity of the deflector dish
Graphs are hot!
 
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I really really hope that you made a lot more changes to the AI than just that, though.

Of course we've done tons of stuff and we've been several people dipping our hand into it. This was just one thing we could pick out where we could show something visually instead of just a gigantic block of text ;)
 
So this means that AI-France's path is (essentially) entirely determined by what Germany does? I totally get why you did this, and it makes a lot of sense, but it also feels a bit... railroady for an Ahistorical playthrough.
 
Is that a gulag "invitation"? RIP Groogy.

Also, was really looking forward to see some combat behaviors tweaks for the AI... Any chance to squeeze it in before release?
Those graphs tho, pretty damn sexy. Made me uncomfortable reading this around my family.
 
It's be really cool if those AI strategy plans could be more exposed into the UI. For example you could set up a disloyal fascist commonwealth strategy plans for Canada, South Africa, British Raj, British Malaya, Australia, and New Zealand that would tell them to pursue an independent and fascist agenda. And then when starting a campaign instead of historical/ahistorical check box, you could enable those plans for those countries and have a more challenging UK game. If that selection were also moddable, I could see that being especially valuable for some of the more chaotic mods like Kaiserreich (for example playing Ireland expecting a showdown with England but that never comes because they elected the wrong leader).
 
I have one big question for you. WILL YOU FINALLY FIX RIBBENTROP-MOŁOTOW? Seriously, this must get fixed. When poland joins axis and historocal focuses are ON germany will always go for this focus which, thanks to a bad script in event, resoults in Germany giving up half of poland's teritory without even asking. This is just a bug. A big bug which need to be fixed. You could go even further and make ai do the alternative, historcaly accurate path (like the one you have just made with France) when poland decide to get closer to Germany. (Do You remember this never used Danzig for Slovakia focus path?) I'm a moder so i can even script that for you if you have not enought time till deadline. But please do not ignore this BUG...
 
Haha not 100% but somewhere around 30-50%. But the comparison is from 1.5 though since I couldn't get any good numbers on 1.4 :(

This is important to point out.

If the first graph don't show 1.4 then we actually have no idea if the game even will be faster then it is right now. It might even be slower if all the other changes and additions in WTT/1.5 made it really slow and the graphs just compare to how slow it would be if no performance optimization at all was done.

( Not saying that is the case though, just that it technically could be, but the graph does look like some great improvements were achieved ).
 
Correct. The biggest feedback we got from internal testing was that Democratic Germany was outright boring to play, because... there was nothing left for the player to do, because they were 'friendly' with virtually all other major powers.

Turns out international peace is bad for the military-industrial complex and for game scenarios ;-)
 
Hey @podcat @Archangel85 @Bratyn I want to ask you again about the border of Tibet and China. Information I looked up says that Western portion of Xikang was part of Tibet and that Tibet looked almost the same as Tibet Autonomous Region looks today. Here are my sources:
https://en.wikipedia.org/wiki/Tibet_Area_(administrative_division)
https://en.wikipedia.org/wiki/Battle_of_Chamdo
https://en.wikipedia.org/wiki/Xikang
Notice that acording to the last link, the counties taken by Tibet when at war are only located in east Xikang, which makes one assume that Western Xikang AKA Chamdo was already part of Tibet. It seems like the current map in HOI4 is based on the administrative plans of Kuomintang government. I say "plans", because Tibet and Chamdo were de facto not part of China at 1936. This is a Chinese DLC and I fear that if this area is not fixed now, it may never be done.
I know it is a touchy subject, but if you are not going to change the map, at least let me know what you think about this, as this is the third time I write to you about this matter :/
 
@Groogy @podcat Question: do you need a specific tag for the Ai strategy to work, or could you make them more generic. Say if the US is in a civil war and you are commie to send them supplies and volunteers but without any need to specify that you are a specific commie country?

Also just in general how moddable is this system? :)
 
I am happy to see changes to the garrison orders, but by far my biggest problem with them is that your men will often gladly jump into uncontrolled waters and get killed by the hundreds of thousands trying to fulfill an order. Please, add an option for garrison orders, to prevent men from jumping in water entirely. Because currently, I cannot use garrison orders if I want to win. They cause half of my military deaths...
 
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Patience.
 
A (poorly constructed) poem.

This was just one thing we could pick out where we could show something visually instead of just a gigantic block of text ;)

Yay!

Visual representation of data (and better yet, information!)

Encore! Encore!
Let's see more!
In Hearts of Iron, Four!​
 
But are the AIs battle mechanics improved? That is the biggest function the AI plays is it not? @Bratyn

Of course we've done tons of stuff and we've been several people dipping our hand into it. This was just one thing we could pick out where we could show something visually instead of just a gigantic block of text ;)