News Liste Ara: History Untold

Dev Journal #6: The Great AI Awakening
Ara: History Untold
04.09.25 14:30 Community Announcements

The Truth about AI in PC Strategy Games

[p align="start"]Multiplayer will not save your game.[/p][p align="start"]Strategy games must have computer opponents as a first-class game mode. They aren’t there to be “practice bots”. Even in games that are allegedly “multiplayer-centric”, fewer than 20% of players will press the multiplayer button, let alone actually play it.[/p][p align="start"]Yet many strategy games just handwave, putting in interesting computer opponents. You, reading this, know the folly of that, and yet they still do it. Why?[/p][p align="start"]There are two main reasons why computer strategy games tend to have bad computer opponents:[/p][olist][*][p]The game design kept changing until the 11th hour, making it impossible for the engineers to have the time to write a competent computer opponent.[/p][/*][*][p]The engineers making the computer opponents are not necessarily great strategy game players.[/p][/*][/olist][p align="start"]Ara: History Untold shipped with pretty decent computer opponents, for the first act anyway, but if you survived the first act, it was kind of a cake walk. Today, we’re going to discuss how 2.0 revolutionizes the AI in this game.[/p][p][/p]

The Great AI Awakening

[p align="start"]The development of Ara: History Untold was a long, winding road. Throughout the years it was in development, many ideas were tried and discarded. At one point, there was a playing card system. Needless to say, it meant that the AI team was constantly having to rewrite the way the computer players played the game based on design changes.[/p][p align="start"]The attacking and conquest system in the game was pretty stable for a long time, and it shows. The AI is actually pretty good at picking targets to attack. Although as the game progresses and the supply chains become more sophisticated and the number of different items, recipes, and units grows, the AI really begins to struggle.[/p][p align="start"]Let me walk you through what the AI had to figure out in this game to be competitive in Act 2:[/p][olist][*][p]Cannons and Riflemen need gunpowder.[/p][/*][*][p]Gunpowder needs to be produced in an Armory.[/p][/*][*][p]An Armory can’t be built unless you have concrete and steel.[/p][/*][*][p]Concrete requires a cement plant OR, in a pinch, a Ceramics shop (which is busy producing lots of other things).[/p][/*][*][p]To get concrete fast, you need a resource that is currently called “sculpting material” (we need a better name, please suggest some in the comments, I will make sure it gets localized!).[/p][/*][*][p]Steel really needs a forge, and the forge needs metal ingots.[/p][/*][*][p]Metal ingots have to be produced by taking copper or iron and smelting it.[/p][/*][/olist][p align="start"]If you made it this far, you have probably figured out that the AI struggled with this, and this is what we focused on for version 2.0.[/p][p align="start"]We also had to deal with problems where the AI recalculated what its strategy was and abandoned things in favor of its new strategy. Not a terrible idea, but in a game where it can take quite a few turns to build something, it really messed with the AI’s ability to get anything done.[/p][p][/p]

Section 1: The Improvement Hunger System - Breaking the Goldfish Memory Syndrome

The Problem: AI suffered from "Goldfish Memory Syndrome" - each turn evaluated improvements as if seeing them for the first time, leading to:

  • [p]Abandoned construction projects (average: 47% completion rate)[/p][/*]
  • [p]Strategic flip-flopping (changing priorities every 2.3 turns on average)[/p][/*]
  • [p]Ignored beneficial improvements (some waiting 100+ turns)[/p][/*]
  • [p]Unpredictable behavior patterns frustrating players[/p][/*]
[p align="start"][/p][p align="start"]I would argue this is analysis paralysis, but the result was the same: the AI struggled to finish things. Kind of like humans, actually.[/p][p align="start"]The solution: Hunger.[/p][p align="start"]The game already had an AI alignment system that could calculate how important something was; it simply lacked a concept of time. That is, over time, even something not that important starts to bubble up to being pretty important. So, we implemented a starvation system similar to what you’d have in a preemptive multi-tasking task scheduler.[/p][p][/p]

Example:

[p][img src="https://clan.akamai.steamstatic.com/images/42553122/5295565b6fbbfa386bcb111d3789d89126fa4845.png"][/img][/p][p align="start"]So even though “on the ground” realities might adjust the bias of something being built, over time, it would accumulate a “hunger”.[/p][p align="start"]In the example above, a city improvement with a bias of only 6 has waited 93 turns to be built. That’s a very long time. Despite short-term priority being much less than the others, it has waited a lot longer and has bubbled to the top. This ensures that the AI actually builds things and doesn’t easily get distracted by a short-term change in strategy (within reason, we have a Crisis system too).[/p][p][/p]

Section 2: Dynamic Crisis Response System - Intelligent Emergency Management

[p align="start"]Sometimes, you run into an emergency and just have to put off that Bakery that’s been waiting a long time. How do you do that?[/p][p][/p]

Architecture Overview

[p align="start"]The Crisis Response System operates on a three-tier escalation model with dynamic bias adjustment:[/p][p][img src="https://clan.akamai.steamstatic.com/images/42553122/0536848c64d0e32af77fca8d56bc1abf0544a688.png"][/img][/p][p align="start"]This is where having AI developers with an understanding of strategy games comes into play because it’s subjective. You essentially come up with a list of things that are a crisis, rate them, and let the game respond.[/p][p][/p][p align="start"]Examples:[/p]
  • [p]Enemy at the gates: That’s an emergency![/p][/*]
  • [p]Critical units can’t be built because you lack gunpowder: That’s a crisis![/p][/*]
  • [p]Quality of life in Happiness has dipped below 30. That’s a warning.[/p][/*]
[p][/p]

Section 3: AI Priority/Quota Crafting System - Strategic Resource Management

[p align="start"]There is also the challenge of figuring out how much of something you need to have in storage.[/p][p align="start"]For example, in v1.4, the AI frequently ran out of wood, food, or materials because it was using them up on crafting things faster, so you’d end up with cities not able to grow because they were running out of resources. This is where the 2.0 AI really shines. It can intelligently monitor your stockpiles and adjust, every turn, how much it is willing to accelerate crafting by providing it with an ingredient.[/p][p align="start"]Something requires 10 food to accelerate? Should you use it? Well, maybe, maybe not. In 1.4: YES. In 2.0: IT DEPENDS. How much food do we have? Are we running a surplus?[/p][p][/p]

Section 4: Sophisticated Amenity Selection System - Contextual City Intelligence

[p align="start"]Choosing the right amenities is hard, and once again, the challenge here is being reasonably good at strategy games so that you can give some guidance to the AI on what to pick under what circumstances. There are times when Health, which speeds up city growth, is really important, and there are times when having high security matters for training units.[/p][p][/p]

Special Case Handling

[p align="start"]It was also important that each leader played differently. So when deciding what matters, the AI looks at the traits of the nation and/or the leader to bias what it actually picks. This goes through the entire game.[/p][p][/p]

Section 5: Adaptive AI

[p align="start"]Even with all these changes, we want players to feel challenged regardless of what difficulty they play (well, except the beginner ones, go get 'em!).[/p][p align="start"]This game has a lot of difficulty levels. It is also a game that takes many hours to play. So, picture this: You choose Duke level. Is Duke hard? It depends. It’s slightly above the “Normal” one, but what if I get in, I’ve put in 5 hours, and I’m now just running away with it? That’s not great. The solution: Adaptive AI. The AI figures out if it’s losing to the human player, and if the OPTION is enabled (and it can be turned on and off in the Options menu), then it will start playing smarter and harder to keep up with the player. I have no doubt we will be having to tweak and balance this system further. We’ve started it pretty conservatively to be safe, but we can definitely let it put its foot on the gas if necessary.[/p][p][/p]

Section 6: Personalized AI Players

[p align="start"]Another area we wanted to explore with 2.0 was having AI players play differently from each other and act differently towards each other. In 1.4, I would get pretty frustrated with my “friend” of centuries suddenly declaring war. Why is a nun trying to murder me after hundreds of years of agreements?! So, we put in a lot of work that we hope is noticeable in having the computer players feel more…well, human in how they interact.[/p][p][/p]

Where to go from here?

[p align="start"]The consensus with v1.4 is that the computer opponents play a decent game in the first act, but if you survive the first act, it’s a cakewalk after. With version 2.0, having played all the way through it is substantially better.[/p][p align="start"]My 20+ hour play-through at Duke level (not highest, but above normal) had me barely survive Act I. Act II was pretty challenging still. Act III stayed challenging, but I was starting to pull to the top. This is in contrast with 1.4, where by the time I got the Renaissance age, I had multiples of what the other players had. When I did my playthrough, Agitators weren’t really finished yet, and that could really result in some interesting dynamics (Agitators are a new unit that can convert a region you have adjacent to them to their side).[/p][p align="start"]Now, at the lower difficulties, we made the AI make more mistakes. The 1.4 and earlier AI had a fantastic system for “making mistakes”. The AI would, in effect, roll dice, and if it failed its dice roll, it would do something non-optimal. This only takes effect at lower levels, but makes the game feel more like you’re playing a less skilled human. In version 2.0, we expanded on that for picking improvements to build, as well as turning a blind eye to threats from other players, so that it’s less aggressive.[/p]
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