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unmerged(66566)

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Feb 2, 2007
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So I had some time on my hands and thought I would run a completely non scientific non peer review test of the HOI3’s military AI, there were some interesting results that I observed…

I ran four tests,

One with Germany doing a pretty conventional 1936 build up, no IC whoring, spreading techs around, not teching anything so advanced as to get a minus.

One with Germany doing a IC whore fest, probably 800 IC before war broke out, but again, building a balanced (albeit pretty huge) force.

One with Germany doing a IC whore fest with jumping to techs like night vision and taking certain land doctrines and equipment into the late 40’s level.

One just silly Germany campaign with save game editing to fulfill the insane requirements HQ’s think they need as well as tech editing to make the AI think it has a major advantage. This had an IC whore tech jump build as well.

One set of constants here, Italy, USA, and Nationalist Spain always made it into the Axis via influence and espionage. I control all the aspects except for the military part which is completely left to the AI. Most of these ran till around 44 except for the first and the last which were a bit shorter where it was obvious at one point that I was going to lose and win respectively.

Here is what I observed…pretty much in a sober state for most of the time

1. Strategic AI giving orders via theater headquarters does work, I beat France, UK, and USSR by 1943 without giving a single tactical military order.

2. The AI is extremely timid in both strategic and tactical choices, we’re talking WW I kind of preparation before they hit a big target.

3. Setting any sort of chain of command for your Air and Navy is useless, the theater AI just detaches them and reattaches them to the theater HQ…don’t ask me why.

4. The AI will ignore your tactical order in favor of it’s perception of the strategic situation. I think this one gets a lot of people because it’s just not how the military chain of command works. In a chain of command if I order you to take your divisions and attack point A and as a subordinate you say, “well, that’s a real nifty idea but seeing as I think we’re vulnerable here, I’m gonna have to get back to you on that one”, you would be taken outside and shot. An example here, I am hammering the UK, they have almost no navy, their air force has been reduced…but they have a huge front opening up in Spain via Gibraltar and NS is about to fold. I order the western theater HQ on a blitzkrieg stance and target only Gibraltar…nothing…move it to attack stance…nothing…(each time I waited a few days to see if their was any movement. So I take a panzer army from the eastern front, attach it to the western HQ, boom…it starts loading transports with divisions and sending panzers via over land…Gibraltar falls quickly…but it wasn’t until the theater HQ felt it had the troops it needed.

5. The AI will do little if anything if it doesn’t think it has a chance to win. On the first test with the pretty tame German setup, the AI performed by far the worse, it took Poland, and took France, but at a very high cost and not utilizing any of the 10+ kph divisions I provided it with. But in second test, when it had a much larger army to work with, it performed extremely well, taking Poland and France with easy, starting in against USSR in spring of 40 while reducing the UK, it got bogged down in the USSR but that’s just because those backstabbing Hungarians tried to catch the cyber fuehrer with his lederhosen down.

6. Those messages about what the HQ thinks it needs are really quite important. Obviously some of them are silly like I need 70 divisions to move this front forward three provinces…but it does indicate that the AI thinks it needs a lot infantry…which it does because,

7. The AI is a terrible military tactician…reminds me of Ulysses Grant, handed an easily winnable situation and nearly F’ed it all to hell because of his incompetence on the field. Basically, when dealt an overwhelming hand, the AI does a decent job of it. I think this is where some people are saying, well, I just control the panzers and the air force and punch all these holes and the AI seems to work great! Well…yeah…anyone could do that, it’s called mopping up. But when the AI gets all these fancy weapons, it still has a very much linear-front state of mind. It doesn’t exploit armor speed at all. In the last test, where I was just joking around I had two armies of 14 kph LARM, MECH, SP RCKT ART and it just spread them out in a thin line and slowly rolled a front back at the same rate the infantry around it moved. Encirclements only happened in USSR and I think that’s more a factor of the width of the front expanding than any AI genius. Oh, and for what its worth it doesn’t seem to understand paratroopers at all, it always detaches them from transport planes and shuttles them around on the ground like infantry.

8. If you fulfill what troop requirements the theater HQ thinks it needs, you will usually get the desired result, if you tell it to try and attack with less than it thinks it needs, you usually won’t get your desired result. Given enough military resources the AI can do major amphibious assaults and takeovers, but it has to think it has a major advantage or it will just sit on its hands.


The problem as I see it is that in order to think tactically, in some ways, you must think strategically. But in the model HOI3 sets up, you’re supposed to be the strategic part with targeting and stances, and they are suppose to be the yes sir general that attacks. But the theater AI is thinking both strategically and tactically, and if your strategic offensive objectives don’t jive with it’s perceived strategic defensive position, then you get the big cyber middle finger from your subordinate until you rectify what it sees as a problem (lack of troops or looming enemy that your purposely ignoring via orders).

Two things would solve this, one, a pop up of some kind saying, “well, that order sounds great but we have a perceived border threat of X with country Y and we need to keep some troops here, gimme some more troops”….or we have a button on the interface that points a gun at the theater HQ’s temple and says, give the damn orders already. I don’t think either will be phased in but they were the only ones I could think of.

Some weird global observances…Italy ran rampant in all four games…just gobbling up the Balkans, south France, the middle east, Africa..it’s insane..it has a lot to do with nationalist Spain making it and usually taking Gibraltar…but Italy’s no joke, I gotta dig out a screenie but they were over in java picking off the Netherlands colonies in one game. The United States seems to be the only country that understands how to really do a good amphibious landing, did it in all four games to pretty amazing effect. Everyone else attempted landings were total trash, the UK tried so many failed landings the channel should have been colored red. Japan rolled in all four games, but they never joined the axis and they never went to war with the USA…they just spent the whole time dicking around in asia and the pacific rim. In all four games Canada joined the Allies and got punched right in the nuts when the fighting broke out…USA was ruthless…but like south park says, their not a real country any way.
 

unmerged(164016)

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Wow! Thanks for taking the time to post all that, your revelation about the "Needs" of a particular hq affecting the boldness of the AI explains a TON of perplexing behavior I have noticed in game.

This must have taken Forever, I bow to your sticktoitedness:rofl:
 

brisduv

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Some great observations, obviously Paradox created a WW1 AI when a WW2 one is needed. Off topic but since you mentioned him, US Grant was one of history's great generals, a personal hero of mine, a man of great courage and determination. His Vicksburg campaign and overall 1864-65 grand strategy won the war for the USA. That's all I'll say to keep this on topic.
 

Gladiator

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Great post, thanks for sharing that. I hope the AI coders at PI take note of this.

Cheers,
Sword

I guess PI can't take all of that into any considerations unless he registers.
 

Normalguy

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Stay on topic chaps re: Grant :)

As for the OP - hmmm perhaps a WW1 mod might be the way to go to get a really good game? :) Just joking!

The observations do seem to to be valid so I wonder what PI think?
 

unmerged(66566)

First Lieutenant
Feb 2, 2007
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thanks for the feedback, and yes i registered the game, but i did it on my wife's PI account because she's much less likely to commit a bannable offense on the majesty boards, i don't want to compromise my ability to access the bug forum....i also am not big on pieces of flare...as for Grant, besides Vicksburg...which he was extremely lucky to pull off...his casualty rates were atrocious, basically he threw men at problems till he bled the south dry...not a master tactician, just a meat grinder general who had amazing advantages in manpower, weaponry, industrial capacity and naval backup...consider if you flipped Grant and Lee...the war would have been much shorter.
 

Chaingun

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Good testing. Don't have much to add other than the conclusions seem valid for 1.2. I suspect some things may have been improved in 1.3. (But don't take my word for it, I don't have any insight.)
 

unmerged(159028)

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My expirience with it

Hey
Your tests are really cool and confirm that I'm not doing something wrong, the AI does.
Furthermore, not only is the theatre AI disobbeying orders when it thinks it can't undertake it also simply NOT DOING WHAT YOU TELL HIM TO.

For example:
The German border with France Holland and Belgium is 20 provinces long (it's not but let's say it is) I have the enitre Heeresgruppen A defend it with armies 1,2,3 and 4. I give each army an order to defend 5 provinces next to each other in order to create clear "Area of operation" for each army.

The AI in response does:
1. Nothing - not moving the army for no reason
2. Moves part of the army to completely undesired locations (armies within other armies)
3. Moves the entire army to undesired locations

The army will indeed hold some of the target provinces but not all of them and without a decent force capble of defence or offense of any sort.
ONCE ATTACK ORDER IS GIVEN THINGS ARE MUCH BETTER - the army will fulfill its goals most of the time and will allocate forces to where they are needed.


This is a game breaker, no army behaves like this, no real tactic can be put to action like this it must be fixed.
 

dac

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Did you do any testing at the subordinate levels? On 1.1c I liked using the Army and Corps AI, but in 1.2 they've gotten too "aware", I think, and are constantly re-deploying forward and back.

I've also noticed that the theater AI doesn't seem to understand the supply system either. In Africa, it drove an entire army into a single province which didn't have the throughput to support a single division, let alone around 20. After that, they just wait for supplies that will never come. The only way I've been able to do anything in Africa is make sure I only had one division in a province at a time, to keep from overloading the supply network.
 

joeenochs

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I would like to second that. If the theatre HQ has some kind of strategic thinking, it is one thing. Therefore it is the theatre HQ. But if the corps HQ has it, it is really a problem. If corps and army HQs act in a reasonable and predictable way towards their tactic objectives, then that is most what I need as a player. I would use theatre HQ from time to time, but rarely on strategic fronts.

Of course, the theatre AI is important, because it is, what your AI opponent will use.

And the tests are great!
 
Last edited:

unmerged(66566)

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Did you do any testing at the subordinate levels? On 1.1c I liked using the Army and Corps AI, but in 1.2 they've gotten too "aware", I think, and are constantly re-deploying forward and back.

I've also noticed that the theater AI doesn't seem to understand the supply system either. In Africa, it drove an entire army into a single province which didn't have the throughput to support a single division, let alone around 20. After that, they just wait for supplies that will never come. The only way I've been able to do anything in Africa is make sure I only had one division in a province at a time, to keep from overloading the supply network.

Funny you should ask, i am going to do some army group and army level testing...i'll be sure to post results to this thread.
 

notger.heinz

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Check Chilango2's AAR, where we discuss the quirks of AI control on the different levels.

We basically reached the same conclusions as you here (nice tests, btw) and on lower levels, the AI does not nearly work as good as on theatre level. More details to be revealed as soon as they are tested.

Btw: The sentences with "cyber" in it made me laugh, thx for that.
 

JimboOmega

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I have noticed that the AI sometimes complains enough to put up a popup "Insufficient troops for [objectives]", much like the "IC Wasted" and "inefficient laws" popups - at that point it seems the behavior gets even worse.

My strategy has always been to wrest units from it to cover the critical encirclements and otherwise exploit the mopping up I generally assign it to do. I wish it was possible to detach a unit from AI control but not lose the whole bonus hierarchy.

Otherwise... from your post it seems the AI is modeled after Gamelin, which is not necessarily a bad thing if you are playing as Germany (and not letting the AI handle things). Kind of realistic. :rolleyes: (Actually it would be cool to have a "historic AI" option where the USSR is incompetent at first, where France tries to use WWI tactics, etc...)
 

Beerbeard

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I really wanted to weigh in on Grant, and the always over-rated Lee, but I won't. Maybe...

What is "IC whoring?"

Thanks for doing this, it explains a lot.

BB
 

BlueRider@56

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Not sure how it's implemented but the AI needed for assisting the player is different then the AI for running an autonomous country (quite a bit of overlap but different). I want an AI that acts as my 'staff' that implements my strategic direction, and that is all. Warnings for uncovered threats would also be nice.