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Stellaris Dev Diary #172 - Reworking the AI

Bonjour everyone, it’s the French Paradox speaking! For those who don’t know me, I’ve joined the Stellaris team this December after a year and a half as a programmer on Europa Universalis IV.

Today, we are gonna talk about AI.

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A good introduction for those new to the field

Fifty Shades of AI
There are several AI modules in Stellaris. For historical reasons we call them “ministers” as each one is supposed to handle a specific role in an AI empire.

There are 3 broad kinds:
  • The AI foreign minister handles diplomacy, federations, galactic community, peace deals and the like
  • The AI interior minister is in charge of the economy. He keeps budgets and order constructions, both civil and military.
  • The AI military minister is in command of all troops and military fleets, and also responsible for laying out strategic plans when at war.
For each of those ministries there are different “ministers” there are several options that can be selected for every empire in the game. All of those have generic one which behaves more or less like we’d expect a player to and is used for most AI empires. Then we have a bunch of specialized ones for special tags such as space monsters, fallen empires, crisis, marauders and the like.

As almost everything in our games, AI is configurable in script for our modders, although I’m not exactly sure what would happen if you assigned a space monster military AI to the caravaneers ;)

In guise of a welcoming gift when I joined the team, I was tasked with reworking the military one...

The Military AI
To give you a little bit of background, there were several generations of military AIs in Stellaris. The generic one (used by most “classic” empires) was redone by the great @sidestep last year, while the more specialized ones (crisis, space monsters) have kept close to what they were on release. In the midst of the sad and dark swedish winter, I managed to bring some improvements that I’ll showcase today.

First of all, I worked on visualization to help us debug how the AI “thinks”. Funny thing is, it already made it look “better” to audiences even if it didn’t actually change any behaviour. It’s actually something that’s been observed in video games: a good AI tells you what it does, which makes it look smarter. One of my favourite examples of that would be the enemies in FEAR.

So by typing 'debug_ai' in the console and observing an AI empire, you can see what it has in mind:

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“I don't even see the code. All I see is blonde, brunette, redhead. Hey uh, you want a drink?”

As a simple analogy, imagine that the AI has a war minister that looks at the big picture and rates every potential target, a general staff who assign fleets to some of those objectives, and then admirals who try to lead those fleets on a tactical level to achieve those objectives.

The skulls on top of each system shows military objectives that the AI is considering (the war minister). Red ones are the ones they selected and committed some fleets to, while green ones are other options they haven’t retained for now. Finally for each individual fleet, in those task forces, you see what they are doing at present.

In our screenshot example, the AI decided that taking Tiralam was the most important objective with a score of 4500, and that they estimated that at least 11.2k fleet power was needed to accomplish this. They committed the Kilik Armada, the Jinki-Ki-Ti Armada and the the Grekki Armada to this. Since it makes little tactical sense to attack in a dispersed formation, the AI issued orders to regroup in Broon’s Singularity before proceeding on the attack (something we improved in this patch).

For convenience, the summary is also visible in the outliner:

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As seen from the other side of that war

That change alone allowed us to see where the AI was a bit weak and also made evident a few bugs in the production AI that we promptly fixed. A funny one was that in some cases a fleet would end up assigned to two different fleet groups, nicely simulating two admirals fighting over command of a fleet and issuing contradictory orders every day.

Crisis AI
The next step was to rewrite the various crisis to use the generic AI, so that any effort spent on making better would benefit all. In patch 2.6 the specific AI of the Khan, the Prethoryn, the Unbidden and the Contingency will use the same AI as the “standard” empires, with a few twists to still retain their personality.

Without spoiling every secret, here’s a few ideas:
  • The Khan doesn’t really believe in defense and will try to beat the closest systems into submission
  • The Prethoryn will swarm in every direction they can
  • The Contingency will systematically try to stop the biggest threat to the galaxy, until nothing remains
  • The Unbidden will be harder to predict, but there’s reason behind their alien way of acting.
One of the biggest challenges we faced was assigning fleets to objectives. Matching X fleets with Y out of Z objectives is not an easy task. Do we try to accomplish as many objectives as we can at the risk of spreading too thin or accomplishing nothing of value? Should we instead focus on the most valuable target and possibly end up in a big fight that we could have avoided? How often should we reconsider our options?

The current version solves this by putting a fleet power value on every target, then grabbing fleets by order of priority until it either has enough to accomplish the objective, or go over the next one. This approach showed its limits when we plugged the crisis AI into it, as it relies a lot on the size of available fleets (it doesn’t know how to split them, it can only merge them).

Teaching the AI how to split fleets proved quite interesting:

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What shall we do with this knowledge?

It took several tries to find a good balance, as the AI tended to split too much (most objectives don’t call for that much fleet power, unless you’re fighting your enemy main fleet). In the end, after trying some complex strategies such as keeping statistics on accomplished objectives and deriving a good target number from that, a simpler approach turned out more efficient: put all the nation’s offensive fleet power into one stack, and then consider splitting in 2,3 or more depending on how confident the AI feels about its military power versus its foes.

Knowing some of you like to mod our AI, here’s some new defines you may want to play with once all that hits the shelves.

Code:
# Objective values
HORDE_INVASION_PLANNING_DEPTH = 5    # How far out does the Horde AI looks for invasion targets (in system hops)
SWARM_INVASION_PLANNING_DEPTH = 5    # How far out does the Swarm AI looks for invasion targets (in system hops)
SWARM_POP_TARGET_MULT = 1.0            # Extra target scoring for swarm (multiplied by number of edible pop on the planet)
CONTINGENCY_MEGASTRUCTURE_EXTRA_VALUE = 4    # How attractive are megastructures to the Contingency (added to the base value of 1)
UNBIDDEN_PORTAL_EXTRA_VALUE = 20            # How much does the Unbidden want to defend their portal (compared to base value of 1)
UNBIDDEN_BYPASSES_EXTRA_VALUE = 4            # How attractive are bypasses to the Unbidden (added to the base value of 1)
UNBIDDEN_RIVALS_EXTRA_VALUE = 10            # Extra target scoring for rival invaders (Aberrant and Vehement)
UNBIDDEN_TARGET_EXTRA_VALUE = 10            # Extra target scoring for randomly chosen nemesis
UNBIDDEN_PSIONIC_CONQUER_DESIRE = 20        # Extra weight added to psionic empires when rolling a nemesis (base 1 + number of owned bypasses)
UNBIDDEN_CHOSEN_ONE_CONQUER_DESIRE = 50        # Extra weight added to empire lead by the chosen one when rolling a nemesis (base 1 + number of owned bypasses)

# Fleet sizing
OFFENSE_VS_DEFENSE_STRATEGY_ALLOTMENT = 0.75 # How much of its fleet power should a country with 1.0 aggressiveness should try to commit to offensive missions
AVERAGE_FLEET_SIZE_FACTOR    = 0.05            # Ballpark estimate of the minimum size a fleet should be in relation to total fleet power
OWN_FLEET_POWER_FACTOR = 1.0                # How much does AI count its own fleet power when evaluating forces
ALLY_FLEET_POWER_FACTOR = 0.5                # How much does AI count ally fleet power when evaluating forces
ENEMY_FLEET_POWER_FACTOR = 1.0                # How much does AI count enemy fleet power when evaluating forces
FLEET_SUPERIORITY_FACTOR = 1.5                # How stronger should the AI be before it starts considering splitting fleets (fleet count = relative strength / this factor)
CRISIS_FLEET_SUPERIORITY_FACTOR = 1.0        # Same as previous but will be compared to the strongest foe in the universe

Most of those changes will be delivered in the patch coming alongside the Federations release (2.6.0), but not all. As you may imagine, changes to the military AI are quite impactful and we don’t want to release the changes without enough testing, so some of them will be delivered in the first support patch (2.6.1).

And with that, I shall leave you with @sidestep one last time.
 
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Then I won't have to wait for 2.6.1 and can straight away jump into 2.6.
So technically the AI is feature complete (as of 2.6) and anything extra is tweaking values and fixing bugs. That is good to know!
Don't get me wrong, you might experience some quirks in 2.6.0. But fear not, 2.6.1 should be available quite early, possibly on same day as opt-in.
 
Thanks for the quick reply!

The AI needs numbers and in this case the numbers just say -50 EC / month and so it tries to fix it.

Would it be possible to make it consider the effect of unfulfilled pop jobs, like calculating whether the pop jobs would reach its target once fulfilled, so better resettle some pops / prioritize growth? Or would that be too costly or finicky for the AI to calculate and take into consideration?
 
Thanks for the quick reply!



Would it be possible to make it consider the effect of unfulfilled pop jobs, like calculating whether the pop jobs would reach its target once fulfilled, so better resettle some pops / prioritize growth? Or would that be too costly or finicky for the AI to calculate and take into consideration?
Hmmmmmmmmmmmmm, it could probably do that, or at least try to approximate it. That's a good improvement suggestion, thank you!
 
Hm, another thought just occurred to me: the focus surplus, at least in minerals, isn't something that depends on the stage of the game, but rather on the number of colonies you have (and are actively developing). Would it be possible to take this into account, or is that too computationally-expensive to do?

Edit: also, many thanks for sticking around in the thread, it cannot be repeated often enough - greatly appreciated :)
 
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Since I am actually thinking it through before writing something extensive, here are my thoughts on early focuses.

Code:
early_default_plan = {
    type = early

    income = {
        energy = 50
        minerals = 200
        food = 50
        consumer_goods = 50
        alloys = 100
        unity = 50

        physics_research = 200
        society_research = 200
        engineering_research = 200

        exotic_gases = 1
        volatile_motes = 1
        rare_crystals = 1
        sr_living_metal = 1
        sr_zro = 1
        sr_dark_matter = 1
    }

    focus = {
        energy = 10
        minerals = 30
        alloys = 50
        food = 10
        consumer_goods = 20
    }

    pops = 500
    empire_size = 1.25

    potential = {
        country_uses_consumer_goods = yes
        country_uses_food = yes
    }

    ai_weight = {
        weight = 1
    }
}



Alloys focus 50 for early game? Are you implying fighting DEs by default?
Habitat costs 3000 alloys and 200 influence. Optimistically you have +5 monthly influence by that stage, so it 40 months to get the influence. 50 net alloys is a nice figure if you are spamming habitats or actively fighting somebody, but since when habitats are early game? 20 alloys net would be fine. 30 is for rushing somebody's capital by 2020. Even for habitats stage, 50 is not needed, by the time you get it, you can have like 9k saved. If we are talking standard settings no magic levels of skill, habitats appear like 70 years into the game. 70*12*10 is a bit less than 9k, but a bit. Make it 20 and that's enough.

Food focus 10? Encourage planetary growth costs 1000 food per planet for 120 months. 12 (actually, it's 1000/120=8.3) net food for each planet is the focus.

Focus minerals 30? Buildings costs are in the hundreds. Most common 2nd building is the robots assembly which has a price tag of 500. Though since default AI is probably not going to replace starting buildings, 30 may be enough.

Consumer goods nobody cares about, unless you are planning to use them for planetary decision or for bribes, which AI probably is not going to do. Leave it at 5. Unless AI is going to sell them.

Early game energy is like the most important thing, you need 300 to clear blocker that grants extra pop, you need 200 per scientist. If we are talking about strong AI, it is looking to get something like 5 surveying ships. If we are talking about 20 alloys net, then science ship price takes 5 months. 200/5=40 is the upper threshold ballpark figure of early energy focus.
 
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Looks like if the scripting of AI can be made more goal-oriented and modular, more should be opened up to modding, so maybe one day AI will build all the modded buildings with correct logic.
 
2. Planetary plans would be really nice, and the planet automation and planed designations could be tied more into the economic AI, but as always: can't do everything :(
Will they come in the long run with plans on how many planets are to be dedicated to be foundry/research/... worlds based on potential income once they are built up?
Unfortunately not, it doesn't really know why there is a deficit, only that there is.
Can you not relativly easy know and compare what can be produced if every job is worked - devastation and what is produced now.
 
put all the nation’s offensive fleet power into one stack, and then consider splitting in 2,3 or more depending on how confident the AI feels about its military power versus its foes.

Don't get me wrong, I think the work you've done is absolutely solid. But really you had to make experiments to reach this conclusion? Doomstacking is the only sensible strategy in Stellaris, even if the general public on this forums consider this statement to be an offence against the community.

With that been said I hope that crisis AI won't follow this rule to the letter, because as it stands now, with them receiving fleets by script rather then by managing resources, there is no way to erode their power if they play for win by doomstacking all they have.
 
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Just curious: do the economic plans also allow specifying how much naval cap to shoot for, and how many ships to build? The examples don't list that, but it feels like it fits in the purview of an economic "minister" responsible for ship construction.
 
So.. Criminal Empires are going to be getting a nerf, unless a community member makes a mod for them, from what I read. Shame.
I am wondering how this will effect Vassals and Subjects of your empire that you conquer? Both Resource wise and Military wise.
 
How much do the ministers "talk" to each other? E.g. if the economic minister decides we need to increase mineral output by 80 but our local resources are mostly tapped out, will it ask the war minister to set its sights on that mineral-rich region the neighbors have? Will the war minister tell the economic minister "we can't take them without a 20% expansion of the fleet please build me more battleships"?
 
Will the Ai be able to take into account temporary boosts? Like if I were to subsidize the Ai 100 food a month for 10 years, will the Ai know you prepare for a deficit in 10 years?
 
Right now there exists no such specific plans, BUT the system is setup so that you can do that very easily. You could for example make a general "high science" plan and weight it higher for technocracy empires. Or make a Technocracy specific plan that is limited to them only via the potential = {} trigger!

Why don't you do it? It seems giving different plan to different civics should be something part of the base game and that would enhance the game experience. Is it something planned for the next few patches once the plan mechanism is considered to be working well?
 
Here's an idea that might help with the "won't demolish mining/research stations to build habitats": have habitats available as an upgrade to mining or research stations. This would also be more convenient for human players!
 
It will also not build anything on planets that already have several free jobs.

Quiz question: what happens if a planet is full of slaves who can't do specialist jobs, there are 10 free specialist slots (because the former owner built those), and you have a mineral shortage. Will your AI build mining districts, or will it think there are enough jobs available, and completely cease developing the planet?

In general, while no doubt your AI is an improvement over what was there before, unfortunately I'm not as excited as everyone else. Just having the AI work towards a static number of surplus income, is too basic. To name food and minerals, the surplus you should strive towards depends entirely on how many planets you own. For empires that can use the Encourage Growth decision, that's 8.33 food surplus per planet. The minerals surplus per planet should be between 10 or 20, depending on the stage of the game and how fast your population grows. The required energy surplus is a bit more complex, as it depends on how much your empire sprawl increases your campaign costs, and whether or not you want to terraform worlds. The desired alloy surplus depends on whether you're living in a friendly or hostile corner of the galaxy. And let's not forget the new approach makes incompatible any two mods that add a new resource.

As a consequence these new AI plans will force modders to create an infinite number of permutations to account for all possible situations. They're not modder friendly! It would have been better if you could instead set the surplus goal for each resource individually. I would have envisioned something like this in 00_strategic_resources.txt

Code:
minerals = {
    tradable = yes
    market_amount = 100
    market_price = 100
    max = 15000
 
    deficit_modifier = minerals_deficit #found in static modifiers

    ai_weight = {
        weight = 1
    }

    ai_wants = {
        whatever
    }

    ai_wants_surplus = {
        base = 30
     
        modifier = {
            add = 10
            num_owned_planets >= 2
        }
        modifier = {
            add = 10
            num_owned_planets >= 3
        }
        modifier = {
            factor = 1.1
            condition_whatever = yes
        }
    }
}
 
1. Does the AI scoring system multiply base building weights, or ignore them entirely until the plan is complete and the base building weights take over? If so is it multiplying just the base weight, or the base weight factored by any scripted modifiers to it?

2. One thing I dont see here is the possibility to weight defenses (where does the AI want to build fortresses for example) How does this work? Since there is no define for AI_DEFENSE_SCORE_MULT or the like, how could we teach the AI that a defensive building might be a good idea if it doesnt produce resourses that the plan is otherwise looking for?

AI_DEFICIT_SCORE_MULT = 50 # AI will score buildings producing resources in deficit this much more
AI_FOCUS_SCORE_MULT = 10 # AI will score buildings producing focus resources this much more
AI_AMENITIES_SCORE_MULT = 2 # AI will score amenity buildings this much more than other misc resources
AI_HOUSING_SCORE_MULT = 5 # AI will score housing buildings this much more than other misc resources
AI_CRIME_REDUCTION_SCORE_MULT = 2 # AI will score crime fighting buildings this much more than other misc resource
AI_ADMIN_CAP_SCORE_MULT = 2 # AI will score admin cap buildings this much more than other misc resource
AI_POPS_SCORE_MULT = 5 # AI will score pop growth and assembly buildings this much more ( already fairly high weighted in code )
AI_UPGRADE_SCORE_MULT = 40 # AI will score building upgrades this much more ( since they don't take up a new building slot )

Thank you for all this hard work, Stellaris is going to feel like a whole new game.
 
@sidestep

Great diary, looking forward to see the fleet management changes!

As for the economy plan, will we be able to have fine control over what buildings will be built durin the execution? For example if I for whatever reason want AI to build robot assemblies, but I do not want them to build gene clinics, will that be acomplishable (it seems that both get placed into the same pop growth category so probably will get the same weight modifiers)?


sidestep said:
AI_DEFICIT_SCORE_MULT = 50 # AI will score buildings producing resources in deficit this much more
AI_FOCUS_SCORE_MULT = 10 # AI will score buildings producing focus resources this much more
AI_AMENITIES_SCORE_MULT = 2 # AI will score amenity buildings this much more than other misc resources
AI_HOUSING_SCORE_MULT = 5 # AI will score housing buildings this much more than other misc resources
AI_CRIME_REDUCTION_SCORE_MULT = 2 # AI will score crime fighting buildings this much more than other misc resource
AI_ADMIN_CAP_SCORE_MULT = 2 # AI will score admin cap buildings this much more than other misc resource
AI_POPS_SCORE_MULT = 5 # AI will score pop growth and assembly buildings this much more ( already fairly high weighted in code )
AI_UPGRADE_SCORE_MULT = 40 # AI will score building upgrades this much more ( since they don't take up a new building slot )

Is there any way to see the base weights for buildings? I assume that beyond the hood every plan will do the similar weight comparison the way it is doing now, I would be happy if there is a way to, for example, forbid AI from building a housing building until there are free district slots. Would that be possible? Surprised that the AI isn't simply trying to keep housing and amenities above 0, is it possible to make the AI do that? Is it possible to make it so police states will build more precincts or will I have to fallback to an old system to acomplish that?