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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.

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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

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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'd say that's exactly what they're doing, right? This sets up a system where the AI can respond to a variety of geopolitical situations with different approaches. They also laid the groundwork of province and state weighting for strategic deployment.

Indeed, hence my comment : I hope they will keep that course of action for the next actions regarding the upgrade to AI

I was just slightly surprised that it was not the case already and that path is a new one they decided to take...
 
Correct. The biggest feedback we got from internal testing was that Democratic Germany was outright boring to play, because you unified all European minors in your alliance, and then joined UK, France, and USA (as the USSR declared war on Poland, who then joined the Allies, calling in everyone) in ganging up on the Soviet Union in a one-front war. This made for an incredibly one-sided and quick war, after which there was nothing left for the player to do, because they were 'friendly' with virtually all other major powers.

I would personally like that to be a possibility, still. While HOI4 is first and foremost a war game, I think a scenario in which all of the West fights against the Soviets shpld be on the table, still. Even if it is basically ‘easy mode.’

I don’t play these games solely for the challenge and balance - if I did, I’d play chess. I play to explore these various scenarios, and challenge is merely subordinate to that exploration.
 
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Yes you can, just trigger `track_unit_controller_weights` in the console for the country you want to track.
To enable the mapmode you write `debug_unit_controller_mapmode`

You can also specify different mapmodes, though right now there is only province_weight, state_weight and state_min_units or something like that don't remember exactly.

Thank you very much, Your Groogyness :D. While I expect it'll be a fairly niche group of players that use it, I can imagine it being very handy - looking forward to giving it a shake once the patch is out :cool:.
 
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.

Thank you so much, this is incredibly important and makes the game simulation so much better. I hope you can add as much of this as possible and make it as accessible as possible for modders. I want to see mods come out where the only change is that AI goes a particular way for whatever scenario you want cooked up.

How do you prevent players from gaming the system though if they know certain holds are in place?
 
Does this mean France's "Join Germany" is dead? :,(

(If you cant tell, j'aime ça)
 
Gen6 core i5, it's not that it won't run it just gets so slow that it stops being fun

Granted I usually have a few mods on, so it's partially my fault
I play hoi 4 on my older i3 pc and while it slows down compared to the early game years it's not as bad as you describe. No mods just pure vanilla btw.
 
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Can someone explain what this Twitter teaser was about?

Its a strategy you can set for Ai which makes it ignore temporary modifiers. There is a lot of that going on in asia and without it japanese ai will want to wait and not attack china and such. Its useful to simulate historical behaviour and decisions where leaders did not know the state of the troops or the enemy

Is @SteelVolt still there though? I miss him :(
SteelVolt is actually on Stellaris now since a few months back. Now we are spreading out AI among several people more although we got a new guy who's main responsibility it is (he is still a little forum shy, but I plan to lure him out when he is ready to show some really cool modders tools he has been working on in his spare time. Thats going to be for a patch later though not for release)
 
That's odd, a lot of the nutters screaming about bad AI and greedy Paradox haven't arrived to swamp this dev diary with complaints. Perhaps they took one look at the title and are just sitting there, rolling their eyes and muttering that it's BS, so they aren't going to read it. Or spouting their fantasies about how they'll improve the AI properly with their skills despite taking only one beginner programming class in high school.

Well good riddance, the less of them here the better.

Still awesome job on the AI fixes.
 
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Looks good.

I'm wondering if it's possible to set up that white peace thing that Japan has if they lose all territory on the mainland for Italy and Ethiopia, where if Italy loses all of Abyssinia and can't convince England to give military access they'll cut their losses and abort the war, at least for now.

I think that Germany and France allied against Fascist USA could be fun, but I guess that requires the US to be tweaked, so maybe next time?
 
Looks good.

I'm wondering if it's possible to set up that white peace thing that Japan has if they lose all territory on the mainland for Italy and Ethiopia, where if Italy loses all of Abyssinia and can't convince England to give military access they'll cut their losses and abort the war, at least for now.

I think that Germany and France allied against Fascist USA could be fun, but I guess that requires the US to be tweaked, so maybe next time?

Yes, we need this. I'm not sure how they will code this though, some solution needs to be made.