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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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With that high opinion of you they'd probably trust you so utterly that most of them wouldn't believe you did it. Or they'd probably view you as a higher, powerful being, that they should just allow to do anything.

You don't think there's an ever so slight chance they might get a feeling of betrayal instead, at least in some circumstances? I know if my best mate slept with my spouse, I'd be pretty angry at him, even though I've been great friends with him for over 30 years. In fact, I'd be more angry with him than some random.
 
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this sounds amazing :)
but is it like that the sectors control how much army and navy you have? or is it possible to say to the sectors that it is important to get a new navy up and running and it needs to get to this planet. Then the sectors find the way its quickest place to build and transport the ships and apply a budget accordingly?
 
You don't think there's an ever so slight chance they might get a feeling of betrayal instead, at least in some circumstances? I know if my best mate slept with my spouse, I'd be pretty angry at him, even though I've been great friends with him for over 30 years. In fact, I'd be more angry with him than some random.
I think 1000 opinion would be past even that point. Of course, that depends on how much opinion 1000 actually is. We don't know such scales.
 
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Very much pleased by this DD.

I like:

- the intended attempt at having AIs feel like they behave differently for understandable reasons. Something I see, for example, in CK2 code (ai weights based on traits) but that I have a hard time "feeling" in the game flow. As Wiz said, it is sometimes felt in other space games, but in a simplistic manner (aggressive / pacifist and that's all). Let's see how successful it gets at having these personalities express themselves in the game flow...

- the AI budget approach. Well, IRL I am a Budget Officer in the public sector so maybe I'm a bit "geek" on this aspect, but indeed having financial resources allocated by objectives/types of expenditure sounds like a promising approach. Of course, I can imagine fine-tuning the percentages for balance will be a Promethean task...

Which leads me, as a Budget freak, to suggest a "budget management" DLC whereby your domestic politics would tie you to certain spending behavior... you need to spend % on minerals infrastructure to get your capitalist faction happy, and % to get your military sector happy, with of course all these % requests being more often than not superior to 100%, so up to you which sector you befriend / alienate... <--- half joking suggestion :p

Now if may use the change to ask some questions. We understood that AI personality will influence diplomacy and budgeting. Will it influence another very important field of interactions with the AI, warfare? i.e. will a fanatic xenophobe (e.g. eager to exterminate other forms of life...) wage wars differently than a fanatic materialist (e.g. eager to exploit you rather than exterminate you)?
 
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this sounds amazing :)
but is it like that the sectors control how much army and navy you have? or is it possible to say to the sectors that it is important to get a new navy up and running and it needs to get to this planet. Then the sectors find the way its quickest place to build and transport the ships and apply a budget accordingly?

You will be able to control the spaceports in your sectors, which means that you can build navies on any planet including the ones belonging to a sector. The same with armies, they won't be controlled by the sectors.
 
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Oooh look at Wiz with his fancy new job. :)
 
Will militant empires be more drawn to other militant empires in terms of alliance and federation, or will they be attracted to pacifist empires to complement each another, or will they just be more independent/solitary of nature?
 
If I understood correctly, the AI behavior is mostly dictated by their personality, which is defined by a combination of ethos. But the same personality can be formed by multiple combination of ethos, right? So 'Federation Builders' won't be all 'individualistic, xenophile pacifist', so maybe they would be spiritual instead of individualistic, but still be a 'Federation Builder', is that correct?

My question is, will this effect how they behave? I understand the difference won't be as pronounced as if they have different personalities, but will still there be subtle differences between factions of the same personality?

Correct. Ethos variations of the same personality can have some minor variations (such as which laws they pass) but it probably won't be on the level noticeable to the player.
 
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So the Confederacy of Penkar are essentially UKIP? , okay :) [British politics joke]
 
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You don't think there's an ever so slight chance they might get a feeling of betrayal instead, at least in some circumstances? I know if my best mate slept with my spouse, I'd be pretty angry at him, even though I've been great friends with him for over 30 years. In fact, I'd be more angry with him than some random.

You won't be able to get +1000 opinion without modding the game. Seriously.
 
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Will militant empires be more drawn to other militant empires in terms of alliance and federation, or will they be attracted to pacifist empires to complement each another, or will they just be more independent/solitary of nature?

Militarist Empires prefer to form alliances with other Militarists, since Pacifists would just vote down their wars. Some personalities go it alone, but most can form alliances under the right circumstances.
 
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Can you use a mind control nanobot impregnation to increase opinion of you? :)
 
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Do you guys see the danger of limited possibility for 'building tall' due to the A.I.? I mean, once empires split into sectors, it will basically be the same code handling most of the development of the galaxy. This leaves no room for smart investments of the Player or specialized A.I.s. So in the end, the development of these empires might be largely proportional to their size...?

A few points that could stop that:
-special resources - I do not know how much they matter
-focused research - I don't know how diverse empires can get through their technology
-Overall budget - Dev Diary 21 mentioned 'Infusion of Minerals' and 'Taxing'; so maybe I can just turn of taxes to give it a boost in the short term?


In the same vein: Are sectors 'finished' developing at some stage and what does the sector A.I. do then?
 
Definitely one of the best DD's, and some solid love for your q&a presence here in the thread.
 
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Do you guys see the danger of limited possibility for 'building tall' due to the A.I.? I mean, once empires split into sectors, it will basically be the same code handling most of the development of the galaxy. This leaves no room for smart investments of the Player or specialized A.I.s. So in the end, the development of these empires might be largely proportional to their size...?

A few points that could stop that:
-special resources - I do not know how much they matter
-focused research - I don't know how diverse empires can get through their technology
-Overall budget - Dev Diary 21 mentioned 'Infusion of Minerals' and 'Taxing'; so maybe I can just turn of taxes to give it a boost in the short term?


In the same vein: Are sectors 'finished' developing at some stage and what does the sector A.I. do then?

Honestly, all AIs are going to have more or less the same strategy when it comes to (peacefully) securing basic resources anyway. What really differs is how they spend it.
 
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Do you guys see the danger of limited possibility for 'building tall' due to the A.I.? I mean, once empires split into sectors, it will basically be the same code handling most of the development of the galaxy. This leaves no room for smart investments of the Player or specialized A.I.s. So in the end, the development of these empires might be largely proportional to their size...?

A few points that could stop that:
-special resources - I do not know how much they matter
-focused research - I don't know how diverse empires can get through their technology
-Overall budget - Dev Diary 21 mentioned 'Infusion of Minerals' and 'Taxing'; so maybe I can just turn of taxes to give it a boost in the short term?


In the same vein: Are sectors 'finished' developing at some stage and what does the sector A.I. do then?

Since the central government can tax resources from sectors, that will likely have a huge influence on how affluent the sectors become, like heavily taxing colonial nations in EU4.

At the same time, the central government can choose to hog all the resource rich planets or help the sectors by investing in their development. The sectors will also have different compositions - Space Sahara isn't going to be as rich as Space Rhineland.
 
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