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Stellaris Dev Diary #24 - AI

Hello everyone and welcome to yet another development diary for Stellaris! Today, I'll be talking about AI, and not of the robotic kind. I'm talking of course, of the game AI, which is currently being developed by myself and @merni who is the dedicated Stellaris AI programmer, while I'm just temporarily on the project to flesh out certain aspects of the AI before launch.

Artificial Personalities
A major challenge when making the Stellaris AI has been the randomized nature of the game. With thousands of different combinations of ethoses and traits, there's a risk that every AI Empire ends up feeling the same to the player, or fall into a very basic categorization of 'aggressive aliens' and 'peaceful aliens'. I as the AI programmer might know that an AI with Fanatic Collectivism makes their decisions differently from with plain old vanilla Collectivism, but it might all look the same to a player who doesn't have this foreknowledge.

In order to address this problem, we've implemented a system of AI Personalities that govern almost every aspect of how they behave, such as who they'll pick a fight with, which trade deals they are interested in and how they budget and utilize the resources available to them. This personality is determined by their ethos, government form and traits, and will be shown to the player when diplomatically interacting with that Empire. To feel recognizeable to the player, all of the personalities are rooted in sci-fi tropes, so that you'll immediately know who the Klingons are to your United Federation of Planets.
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Personalities naturally have a bigger impact on diplomacy than anything else - if your goal is to form a Federation, it'll be much easier to do so with an Empire of Federation Builders than a bunch of Ruthless Capitalists, and forget getting Xenophobic Isolationists to agree to any such proposal unless they have a very pressing reason. You can tell how an Empire feels about you from their Attitude, which is primarily driven by opinion, and affects factors such as what diplomatic offers they'll consider and how fair a shake they will give you in trade deals.
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In addition to the regular personalities, there is also a special set of personalities for Fallen Empires. Instead of the usual mix of Ethoses, each Fallen Empire has only a single Fanatic Ethos - the single remaining ideal they hold to after centuries of seeing what the galaxy has to offer. This Ethos determines their personality, which in turn affects how they view your actions. For example, a Xenophobic Fallen Empire will want nothing to do with you or anyone else and will be very upset if you start encroaching on their borders, while a Spiritualist Fallen Empire will consider themselves the protectors of the galaxy's holy sites, and will not look kindly on your colonists trampling all over their sacred planets. If you think angering a Fallen Empire is harmless because they won't conquer you - think again. Fallen Empires get a special wargoal to force you to abandon planets, and will be more than happy to cut your upstart species down to size if you don't show sufficient respect for your elders.
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Threats and Rivals
So what then, is a pressing reason for an AI to go against their personality? Well, one such reason is Threat. Threat is a mechanic somewhat similar to Aggressive Expansion in Europa Universalis 4. Conquering planets, subjugating other Empires and destroying space installations will generate Threat towards other Empires. The amount of Threat generated depends both on how far away the Empire is from what's happening and on their Personality. Xenophobic Isolationists won't care if you're purging aliens half a galaxy away, but if all the planets around them being swallowed up by an expanionistic Empire, they'll definitely take note. Empires that are threatened by the same aggressor will get an opinion boost towards each other, and will be more likely to join in Alliances and Federations - if you go on a rampage, you may find the rest of the Galaxy uniting to take you down, and while Threat decays naturally over time, there's no guarantee that the alliances formed by your imperialism will break up even if you take a timeout from conquering... so expand with care.

Another feature borrowed from EU4 to drive AI behaviour is Rivals. Any independent Empire that are you not allied to can be declared a Rival, up to a maximum of 3 Rivals at the same time. Having an Empire as a Rival will give you a monthly increase of Influence, with the amount gained based on how powerful they are relative to yourself - having a far weaker Empire as your antagonist will not overly impress your population. It is further modified by Ethos, with Militarist Empires benefitting significantly more from Rivalries than Pacifist ones (but paying more influence to be part of an Alliance). Naturally, Empires won't be particularly happy about being declared a Rival, and are pretty likely to rival you right back. Having a Rival will improve relations with their enemies and worsen relations with their friends, so the Rivalry system will act as a primary driver of conflict and alliance in the galaxy.
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AI Economics
Finally, I wanted to cover the topic of the AI's bookkeeping. While it may be far less exciting and far less visible to the player than its diplomatic behaviour, having solid economics is one of our biggest priorities for the Stellaris AI, for multiple reasons. Firstly, so that the AI is able to compete reasonably with the player without resorting to outright cheating. True, the AI will never be as good as an experienced player, but there is a big difference between the player being able to outproduce one AI Empire and the player being able to outproduce five of them together. Secondly, because of the Sector mechanic that was covered in DD 21, the AI will actively be making construction and management decisions on the player's planets, and while - again - it will never be as good as an experienced player making the decisions themselves, it needs to be good enough that the player doesn't feel like the AI is actively sabotaging their Empire.

In order to accomplish all this, a huge amount of time has been put into the AI's budgeting system. Every single mineral and energy credit that the AI takes in is earmarked for a particular budget post such as navies or new colonies, with the division between the posts being set according to the AI's personality and what it needs at the time. The AI is only permitted to spend appropriately budgeted resources, so it'll never fail to establish new colonies because it's too busy constructing buildings on its planet, or miss building a navy because mining stations are eating up its entire mineral income. In times of dire need, it can move resources from one budget post to another - if it's at war and its navy gets destroyed, expect it to pour every last mineral into building a new one.

When making decisions about what to construct, the AI looks primarily at what resources it has a critical need for (such as Energy if it's running a deficit), secondarily at what resources it's not producing a lot of compared to what it expects an Empire of its size to produce, and lastly at whatever it deems useful enough for the mineral investment. Sectors have additional logic to ensure they produce more of the resource you've set them to focus on, so an Energy sector will naturally overproduce Energy - you told it to, after all.
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Alright, that's all for today. Next week we'll be talking about debris and the fine art of reverse engineering.
 
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That sounds like an opinion to me.

He was telling me off for a post I didn't word very well (was supposed to be a joke about military "ambassadors" being generals coming to invade the planet)

That said, it's fact. Stellaris is mostly inspired by space operas and other 4X with unrealistic premises. Making a hard Sci-fi game would be... Something quite different.

Realistic space battle: there is no battle, just flinging rocks at near light speed at enemy home planets.
 
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So basically it's paper mana?

No? Diplo power is not used for any of those in EU4. Except buildings, but that was patches ago.

People are often really against "mana" but forget why they don't really work in EU4. The problem there is that they are limited in number and are used for a bunch of discrepant functions. The so called "diplo power" is barelly used for diplomacy at all, but for trade and navy, which gives odd gameplay choices of risking having less trade abilities because you have too much diplomatic relations, or falling behind in military tech because you went to war too much and used all these points force marching.

Stellaris doesn't seem to be following the same trend. The influence "mana" seems to be used strictly on governmental purposes, and the technologies "mana" are used for their respective fields and nothing else.
 
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Well, first off, he said it wasn't. The cap is at +/- 1,000 so that it is essentially uncapped unless you're modding.

Isn't it the same in EU 4? There is maybe a visible cap at +/-200, but you can have positive or negative modifiers which go far above this level, and they keep adding up.
 
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Isn't it the same in EU 4? There is maybe a visible cap at +/-200, but you can have positive or negative modifiers which go far above this level, and they keep adding up.

It's not merely a "visible cap" in EU4 - the impact that relations can have on diplomatic actions is also capped at (relation values of) +/-200.
 
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Isn't it the same in EU 4? There is maybe a visible cap at +/-200, but you can have positive or negative modifiers which go far above this level, and they keep adding up.

Yes but relations beyond the visual cap has no actual effect on game-play or the AI's decisions EU4
 
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Since it's tangentially relevant: is it possible for sentient AIs in-game to rebel and try to create their own empires?

Yup...

"That same federation might become something else entirely if its utopian vision involves the use of robotic workers, allowing the sentient population to live in luxury, philosophising and creating art rather toiling in factories and fields. Eventually, the push for greater and greater AI makes a Cylonesque uprising a distinct possibility."
"Most exciting of all is the possibility of late-game catastrophes that change the entire nature of the galaxy. Research into AI could trigger a robotic revolt and old enemies may have to work together to contain the new threat." source

Also...

It depends on your laws. Having the right law lets aliens and potentially even robots be leaders.

Unfortunately we can't natively play with robotic species as our own from the start.... :(

too want to be the Geth, but for now AI civilizations are non-playable in the game. They would require special gameplay mechanics and a lot of unique content to make them interesting from a player perspective. Hopefully this is something we can revisit post-release, though!
 
So basically it's paper mana?

It is also used to hire leaders in your empire - although he did not mention that. It has been well detailed in previous DD's. It's important political capital you might say.
 
So is influence basically comparable to Victoria 2? Or is it kind of a EU4/Vicky split with influence used for alliances and such but with diplomats (or other characters) influencing opinion/going on spy missions/etc?
Some other questions
  • How much will AE affect internal politics (like Infamy in Vicky)?
  • If the AI sector builds automatically, will our own sectors build warships? I'm fine with automatic civilian ships like in Distant Worlds, but what if I want to run huge surpluses because I have few active threats, will the AI only build a minimal security fleet, is there a slider, or is military construction totally manual?
  • Will we get a dev diary on governments? (How many types could we set up ourselves; I can think of at least a dozen Democracy/Republic type governments that should be useable)
  • Blockades: Not really related to this dev diary but will there ever be a dev diary on blockades? I feel like this is an absolutely integral part of space warfare and should be at least as important as planetary invasions.
 
All board the hype train! *Choo-Choo*
 
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Dear glorious Paradox people, please take all the time you need with this.
My eyes are watering and my knees are weak, but I promise to wait until this product of pure swedish awesomeness is ready for me to play.
 
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So is influence basically comparable to Victoria 2?
It doesn't sound like it. Wiz says, here, what Influence is mainly used for and it sounds like it's a domestic stat (getting your people to accept alliances, edicts, and stuff like that). Remember, when he said a weak rival wouldn't generate much Influence it was because your people wouldn't be impressed by them.
 
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What I'm most excited for about this, aside from the AI personalities, is the updated information about Ethos.

It's nice to know Ethos do more than just give symmetrical number bonuses like they seemed to have before. For example.... we now know militaristic empires cost more influence to join a Federation, and Pacifist empires give +1 Embassy (before they simply gave +Growth and -War Happiness).

These kinds of asymmetrical bonuses are the kind of thing that makes Ethos feel truly unique.
 
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Well, first off, he said it wasn't. The cap is at +/- 1,000 so that it is essentially uncapped unless you're modding.

Well, first off, it is capped to 1000+ but thank you for clarifying it is the same in minus score. My question is why is it so high in the first place.