• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

FOARP

Field Marshal
49 Badges
Sep 10, 2008
6.137
4.022
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Naval War: Arctic Circle
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • Gettysburg
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
It strikes me that much of what the player is doing when they look at the map and create a plan of attack is shape-recognition - they identify salients, and opportunities for encirclement, based on the shape of the front-line.

Couldn't the AI in a strategy game like HOI identify salients and the opportunities to encircle the enemy by analysing the shape of the front line? And then deploy armour/mobile forces to the places from which it wishes to launch a pincer attack?

I have to admit that I am far from an expert on AI, but it strikes me that if software can easily identify faces in a picture (OK, most of the time at least) then detecting salients, and the location of their "roots" would be far more easy. Applying a template plan-of-attack to the situation would then also be relatively simple (by which I mean doable with a research team and enough time/money, a not necessarily doable by Paradox).
 

Nasr

Colonel
40 Badges
Oct 17, 2006
1.087
241
  • Hearts of Iron IV: Field Marshal
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Victoria 2: A House Divided
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
The only real way to "improve" the AI is to level the playing field.

That would be achieved by removing the inherent advantages a human has - such as foresight, situational awareness, AI predictability.

You would do that by reducing the amount of input you can have when moving your forces around for battle - such as eliminating the ability to move around single divisions, corps e.t.c., and instead automating the way battles are fought.

I think this is what they are doing (from watching videos), although I don't know if they are fully automating things.
 

Axe99

Ships for Victory
127 Badges
Feb 13, 2003
15.951
13.022
  • Europa Universalis IV
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
The only real way to "improve" the AI is to level the playing field.

That would be achieved by removing the inherent advantages a human has - such as foresight, situational awareness, AI predictability.

An AI can have foresight, situational awareness, and need not be predictable.

Situational awareness is the easiest - the AI has access to the same data a human has, and is able to process more of it more quickly. It's just a case of the AI systems used to process the data and how well they work together. I've seen AI in games where their situational awareness has been excellent when compared with a human (for example, Gal Civ II) and atrocious.

Predictability - just have the AI have a number of possible approaches, and have them decided by a random number generator, with percentages based on the commander's characteristics, force mix and doctrine. Then, with a large enough front, you'll probably have more than one option to apply a particular approach, and the human player is left guessing. Predictability should be one of the easier problems to solve.

Foresight - this is the toughest, but hardly insurmountable. At any time, the AI can calculate (with better precision than the vast majority of humans) where enemy forces can be at any point in time. The AI has just as much data as the human has, it again comes down to the systems to process it. However, given the time dimension, this is generally a good deal more complex than straight-out situational awareness.

Of course, all of this takes a lot of work and effort, and there'll be limits on CPU cycles available. But the place where AI can be improved is in the systems managing these things (and others, like production and what-have-you). For me, the #1 thing I'm looking for in HoI4 is improved AI, so have my fingers crossed they've been beavering away at it to make it the best it can be :).
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.035
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
It strikes me that much of what the player is doing when they look at the map and create a plan of attack is shape-recognition - they identify salients, and opportunities for encirclement, based on the shape of the front-line.

Couldn't the AI in a strategy game like HOI identify salients and the opportunities to encircle the enemy by analysing the shape of the front line? And then deploy armour/mobile forces to the places from which it wishes to launch a pincer attack?

I have to admit that I am far from an expert on AI, but it strikes me that if software can easily identify faces in a picture (OK, most of the time at least) then detecting salients, and the location of their "roots" would be far more easy. Applying a template plan-of-attack to the situation would then also be relatively simple (by which I mean doable with a research team and enough time/money, a not necessarily doable by Paradox).

I used to think this, but my analysis of AI behavior when on the attack (and looking at what theater AI requests for assets) in HOI3 keeps coming up with a different problem: the AI can "see" holes and pincers. The problem seems to be that it has really poor force recognition.

The AI will see a hole in the line and strive to exploit it. The catch is that it doesn't understand what these holes mean in the context of surrounding enemy units. The AI is so easy to sucker into traps in HOI3.

I think that the AI in HOI4 will be better in regards to recognizing the threat posed by enemy forces. EU4 and CK2 are better about this.

I probably should also point out that I'm not entirely sure why human players are better at recognizing traps. It may have something to do with experienced human players understanding what a country could produce in time for a certain point in the war, and just assuming that "I don't see it, but it must be there waiting for me."

Of course, it may also be because human players are better about getting intel in the first place than the AI.
 

winterwatchers

Second Lieutenant
35 Badges
Aug 10, 2006
173
6
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: A House Divided
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Parklife
  • Hearts of Iron III: Their Finest Hour
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Crusader Kings II
  • Hearts of Iron III Collection
  • Leviathan: Warships
  • Magicka
  • Victoria: Revolutions
  • Semper Fi
  • The Showdown Effect
  • Victoria 2
I wouldn't mind if the AI has perfect Intel on human players to compensate for lack of tactical understanding. I mean most nations ddid have a pretty decent estimate of enemy forces.
 

Cybvep

Field Marshal
May 25, 2009
8.465
127
What always bothered me was the fact that the AI was very poor at using special units like MTNs in proper terrain. Terrain modifiers are just simple numbers and terrain is always static. It shouldn't be very hard to make the necessary calculations.
 

wingo

Lt. General
59 Badges
Aug 12, 2012
1.365
712
  • Cities in Motion
  • Tyranny: Gold Edition
  • Hearts of Iron IV: Field Marshal
  • Pillars of Eternity
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Cities in Motion 2
  • Crusader Kings II
  • A Game of Dwarves
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Age of Wonders III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Mount & Blade: Warband
  • Age of Wonders: Planetfall Deluxe edition
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
AI can be actually pretty clever compared to average human, it can see and tries to exploit weaknessess, even on strategic levels. In my last Italy game I saw the British do amphibious invasions of poorly defended areas and paradrops on undefended islands (Crete, Cyprus), after breaking through their lines Greeks even evacuated almost all their remaining troops to Crete and it was pretty hard to capture it with 10 full divisions guarding it (of course capitol was moved there so no supply shortages). And later when Crete rebelled (did not garrison it, my bad), US even paradropped reinforcements there. While I was distracted by these events and Barbarossa in full swing, UK tried to open the Med by doing simultaneous invasions of North Africa and Arabian Peninsula (storming with MAR and exploiting with MOT), later trying to storm the Gibraltar, which failed because I was ready there.
On the other hand, when UK defended, Gibraltar fell too easily, AI should put higher priority on it. Generally, AI is better at attacking than defending, usually because of lack of foresight (of course you should have reserves ready to defend strategic locations like Gibraltar and Suez, but maybe the AI thought "I have bigger navy than Italy, no worry" just like an inexperienced human would think) and players taking advantage of game design while AI is hardcoded to do certain things, like sending small fleets around Sicily so I can defeat them piecemeal with my deathstacks.

The thing is, AI is not meant to be the godly unbeatable adversary, but a fun challenge but ultimately beatable for 95% of players. That it looks stupid to 5% of players that have hundreds or thousands of hours into the game is only inevitable, those players would beat the average HOI player as easily as the AI, especially when they know exactly when and how the war will unfold and what makes the AI "tick", because otherwise other people would complain if it was too ahistorical. Of course there are weak areas, like choosing the right army composition and using it for its intended purpose (like using arm/mot to create pockets instead of trying to do it with leg inf) or better reaction to new threats (it tends to either overreact or react too late, but to be honest, humans often do that too when surprised). And priorities - do not pull troops from the defense of Moscow because the front in Caucasus is not fully manned north/south, just cut the losses and defend the much shorter horizontal line. To be fair, it almost cut my troops in Caucasus and was only stopped because of lack of troops, and historically if the Italians completely manned the southern front and do as well as the Germans did there (as I did in my game) freeing german troops for the central and northern fronts, historically USSR would probably lose the war too.


To sum it up, I think the biggest reason why AI sucks is game design, if HOI4 will be designed in such a way that ahistorical builds will not be completely overpowered compared to roughly historical ones that will go a long way to help the AI stand a chance. Also, when AI makes a mistake, try to think "Could a human make a similar mistake?" instead of "AI made a mistake, it is stupid!". Because if you have only one AI (the devs said they will not make different ones for different difficulties), making an AI that makes no mistakes is even worse game design than making a stupid one. Because the AI is there to make the game fun, not to beat you senseless repeatedly. It is also pretty historical, everyone made mistakes in war, and some mistakes were really huge which even HOI3 AI would not do.
 

Laffertytig

General
99 Badges
Mar 31, 2003
2.078
141
Visit site
  • Rome: Vae Victis
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Magicka
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
What always bothered me was the fact that the AI was very poor at using special units like MTNs in proper terrain. Terrain modifiers are just simple numbers and terrain is always static. It shouldn't be very hard to make the necessary calculations.

same here. the AI in previous games never factors in terrain penalties which is why it routinely send tanks into cities, mountains etc. it surely wouldn't to be hard to code.
 

unmerged(748229)

Second Lieutenant
5 Badges
Jun 3, 2013
120
2
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
I would argue that for the HOI series the AI is the most important part of the game. And yet it never seems to work right.

It strikes me that much of what the player is doing when they look at the map and create a plan of attack is shape-recognition - they identify salients, and opportunities for encirclement, based on the shape of the front-line.

Couldn't the AI in a strategy game like HOI identify salients and the opportunities to encircle the enemy by analysing the shape of the front line? And then deploy armour/mobile forces to the places from which it wishes to launch a pincer attack?

Well, first we should talk about the more glaring problems with previous AI:

1) AI tries to stabilize a front by redeploying units... from 1000km away. AI does this repeatedly across a front and weakens it significantly. AI will also send (many) units from the front lines to deal with partisans, instead of using a closer unit that is already 'garrisoning' a location behind the lines.

2) AI will continue sending unnecessary resource/supply convoys despite huge losses.

3) AI does not react to enemy bombing and will send air units to completely useless bases.

I used to think this, but my analysis of AI behavior when on the attack (and looking at what theater AI requests for assets) in HOI3 keeps coming up with a different problem: the AI can "see" holes and pincers. The problem seems to be that it has really poor force recognition.

The AI will see a hole in the line and strive to exploit it. The catch is that it doesn't understand what these holes mean in the context of surrounding enemy units. The AI is so easy to sucker into traps in HOI3.

I think that the AI in HOI4 will be better in regards to recognizing the threat posed by enemy forces. EU4 and CK2 are better about this.

I probably should also point out that I'm not entirely sure why human players are better at recognizing traps. It may have something to do with experienced human players understanding what a country could produce in time for a certain point in the war, and just assuming that "I don't see it, but it must be there waiting for me."

You're right. I think the real issue is recognizing supply routes. If you have 20 divisions surrounded by the enemy and only 1 province through which supply enters, it should give the AI a red flag to either enlarge the entryway or withdraw the units.
 

Smileyou

Second Lieutenant
15 Badges
Aug 31, 2014
130
11
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
in other words:no real AI exists, only scripted computer response..what i mean is a real artificial intelligence that
would use pattern recognition software and compare it to previous rounds of fighting to analyse and recognize
movements of units, number, strength, IC etc, and come up with an answer to counter the defeat more
effectively..this has sadly not been created in any game..

so all we can hope is for a better scripted so called "ai"..
 

Karaya 1

Lt. General
60 Badges
Dec 5, 2011
1.408
44
  • Commander: Conquest of the Americas
  • Stellaris: Apocalypse
  • Age of Wonders
  • Stellaris - Path to Destruction bundle
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Leviathan: Warships
  • Hearts of Iron III: Their Finest Hour
  • Dungeonland
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Heir to the Throne
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron IV: La Resistance
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rights of Man
  • Steel Division: Normandy 44
  • Knights of Honor
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • War of the Roses
  • Warlock: Master of the Arcane
  • Europa Universalis IV
Of course a good human player will be better than the average AI. There are however multiple instances in the paradox games where the AI has ridiculous advantages because it really is too stupid. Like in EU4 where it has intel on everything, but simply pretends not to know most of the time. Or in HoI2 when AI planes have unlimited range (at least DH) because otherwise the AI wouldnt use them correctly. Or HoI 3 AI sending 100 ships to a lvl 1 or 2 port because...well there is no good reason for that.
 

FOARP

Field Marshal
49 Badges
Sep 10, 2008
6.137
4.022
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Naval War: Arctic Circle
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • Gettysburg
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Arsenal of Democracy
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Steel Division: Normand 44 - Second Wave
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
in other words:no real AI exists, only scripted computer response..what i mean is a real artificial intelligence that
would use pattern recognition software and compare it to previous rounds of fighting to analyse and recognize
movements of units, number, strength, IC etc, and come up with an answer to counter the defeat more
effectively..this has sadly not been created in any game..

so all we can hope is for a better scripted so called "ai"..

To be fair, I think it would probably require a research grant sufficient to commit a development team for a few years to work on it to create something like that. Established companies who can afford to look forward to how things are going to be 5+ years from now can do things like this, and maybe Paradox is getting to that point, but none of the big companies have done anything like that yet.
 

Laffertytig

General
99 Badges
Mar 31, 2003
2.078
141
Visit site
  • Rome: Vae Victis
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Magicka
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
in other words:no real AI exists, only scripted computer response..what i mean is a real artificial intelligence that
would use pattern recognition software and compare it to previous rounds of fighting to analyse and recognize
movements of units, number, strength, IC etc, and come up with an answer to counter the defeat more
effectively..this has sadly not been created in any game..

so all we can hope is for a better scripted so called "ai"..

sounds like skynet to me!

once AI is developed to do the above it will no longer be called AI and we will all be doomed.:blink:
 

ringhloth

Field Marshal
129 Badges
Dec 7, 2011
3.520
2.487
  • Sengoku
  • Heir to the Throne
  • Impire
  • Cities: Skylines - Snowfall
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Knights of Pen and Paper 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Stellaris: Galaxy Edition
  • Cities: Skylines - After Dark
  • Stellaris
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Commander: Conquest of the Americas
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
The best way to build a "better" computer player is, rather than programming the game to be played by a human, program it to be played by the computer. After all, computers can beat humans in simple games. So, the problem with making a computer play a game like HoI well is that every layer of complexity will decrease the ability of the computer to compete with humans. There's a balance, then, between trying to make an interesting game, and trying to make a interesting opponent. Especially since consumers so rarely comprehend that interesting games make for boring opponents.
 

Axe99

Ships for Victory
127 Badges
Feb 13, 2003
15.951
13.022
  • Europa Universalis IV
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
The best way to build a "better" computer player is, rather than programming the game to be played by a human, program it to be played by the computer. After all, computers can beat humans in simple games. So, the problem with making a computer play a game like HoI well is that every layer of complexity will decrease the ability of the computer to compete with humans. There's a balance, then, between trying to make an interesting game, and trying to make a interesting opponent. Especially since consumers so rarely comprehend that interesting games make for boring opponents.

I'd actually argue that it's more the case that the more complex the game, the harder it is for the humans designing the AI to do it in such a way that it can provide an interesting, plausible opponent, because instead of emulating a simple system (say checkers), the code needs to reflect a whole bunch of interconnecting systems, with a whole bunch of variables. I'm not saying anything about the capabilities of the dev team here (from what I can see they're doing an excellent job) - but it's not the issue that the computer can't cope, but that as humans it's a whole other magnitude of issue to design AI that deals with so many complex systems. Of course, at the end of the day, it's the same result, but I'd bet good money that as AI design continues to improve, things will continue to get better :).
 

haardfyr

Private
29 Badges
Oct 2, 2010
13
1
  • Europa Universalis III Complete
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Dharma
  • Stellaris: Apocalypse
  • Surviving Mars
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III
If they would introduce command cycles as seen in command ops games, the ai would improve drastically as the human player wont be able to constant react. That and a deeper fog of war.
 

No idea

Field Marshal
52 Badges
Jan 11, 2010
4.005
1.196
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II: Legacy of Rome
  • Divine Wind
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis III Complete
If they would introduce command cycles as seen in command ops games, the ai would improve drastically as the human player wont be able to constant react. That and a deeper fog of war.

Agreed. The order delay works wonders to lever things between the ai and the player (unless you are really good at the game, and, even then you fail from time to time). Thta and the fact that your units are not, in general terms, above those of the ai because you research better and make better builds.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.035
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Agreed. The order delay works wonders to lever things between the ai and the player (unless you are really good at the game, and, even then you fail from time to time). Thta and the fact that your units are not, in general terms, above those of the ai because you research better and make better builds.

Isn't this partially what battleplans are meant to address?

You can react instantly if you want, but the bonuses from the battleplan mean you really need to weigh your options.
 

No idea

Field Marshal
52 Badges
Jan 11, 2010
4.005
1.196
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II: Legacy of Rome
  • Divine Wind
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis III Complete
Isn't this partially what battleplans are meant to address?

You can react instantly if you want, but the bonuses from the battleplan mean you really need to weigh your options.

Yes, if i understood battle plans correctly they will stop players from reacting instantly after they are aware they have commited a mistake or lose the battleplan bonus. It is not exactly as orders delay, but it is better than nothing.
 

BarrosRodrigues

aka marcoan7onio
47 Badges
Dec 17, 2011
4.556
2.212
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Battle for Bosporus
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome - Magna Graecia
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Hearts of Iron III Collection
It strikes me that much of what the player is doing when they look at the map and create a plan of attack is shape-recognition - they identify salients, and opportunities for encirclement, based on the shape of the front-line.

Couldn't the AI in a strategy game like HOI identify salients and the opportunities to encircle the enemy by analysing the shape of the front line? And then deploy armour/mobile forces to the places from which it wishes to launch a pincer attack?

I have to admit that I am far from an expert on AI, but it strikes me that if software can easily identify faces in a picture (OK, most of the time at least) then detecting salients, and the location of their "roots" would be far more easy. Applying a template plan-of-attack to the situation would then also be relatively simple (by which I mean doable with a research team and enough time/money, a not necessarily doable by Paradox).
The AI can´t handle terrain in HOI III and is barely functional in EU IV with this in mind what do you think are the odds of something like that happening in HOI IV? It is not that PDS does not know how to do it, they can do it if the people in charge let them.


The only real way to "improve" the AI is to level the playing field.

That would be achieved by removing the inherent advantages a human has - such as foresight, situational awareness, AI predictability.

You would do that by reducing the amount of input you can have when moving your forces around for battle - such as eliminating the ability to move around single divisions, corps e.t.c., and instead automating the way battles are fought.

I think this is what they are doing (from watching videos), although I don't know if they are fully automating things.
As EU IV clearly shows that is not enough; the AI needs to receive much more love to be more than a brain-dead pushover.

EU4 and CK2 are better about this.
Yes but only because 99,9% of the situations it is impossible to encircle and destroy in those games. Whenever there is a chance to trap AI regiments then it always falls for it because the AI in EU IV is as brain-dead as in HOI III TFH.
The AI in HOI IV could be much better if it receives the necessary love from PDS, at least it should be easy to make it better than in EU IV because the AI is barely functional in that game; it has so many flaws that it falls apart almost instantly in most situations.


Sorry if I sound too negative but this games AI needs some serious love from the devs because eye candy and features that only the player can use does not cut it and is becoming old rather quickly. :(
 
Last edited: