As awesome as that would be, it simply is not technically feasible for a game like HoI. As a comparison, consider the recent successes of googles deep neural network tech defeating champions at Go.
Go is significantly more complex than chess because of the much larger number of possible moves per turn. While chess AI gained success by calculating future possible board configurations and attempting to steer the game in a beneficial direction through this search tree, Go just has too many possible board configurations to do that (significantly more than the number of atoms in the known universe).
Google essentially used a supercomputer and a ridiculous ammount of training data (aside from letting it play against itself) to accomplish this feat.
While Go has 361 positions HoI 4 has over 13000 provinces. The number of possible states of each one of the 361 positions in Go is 3. The number of possible states of a province in HoI4 is hard to quantify with a discreet number. And apart from provinces there are multiple off map systems and partially off map systems.
On top of that Go is a turn based game where the AI can take time to process each move. HoI4 is pausable real time. Even if you consider each hour a turn, there are still expectations on the AI not taking several seconds, let alone minutes, to process what it is doing (which can be any number of things as part of the same tick.)
The math on this just explodes.
Frankly, as I write this I am amazed at the level we have managed to get to already with the HoI4 AI.
Trust me; when or if the time comes that this is a viable approach I will enjoy looking into it even if I have to use my free time to do it![]()
As a software engineer, I understand completely. In university I had to code an AI for the game battleships that could also learn from past player's tendencies and moves. Comparing the two is like apples to planets, but I'm saying that just from that I can understand the sheer complexity of it.
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