AI Rework - Dev Diary #3

ICBM: Escalation is a grand RTS game that plunges players into the high-stakes world of global warfare, where every decision could tip the balance between survival and annihilation. Command vast armies, develop cutting-edge technology, and wield the most devastating weapons ever created to ensure your faction’s supremacy. Whether by conventional forces or through nuclear firepower, you’ll need to conquer or obliterate your enemies to secure dominance in a volatile global arena.
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MarcoT.
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AI Rework - Dev Diary #3

Post by MarcoT. »

Smarter Wars – Rebuilding the AI for Conventional Conflict

One of the biggest changes in the new AI is how it handles the distribution of its assets.

As I’ve mentioned before, the original AI was designed primarily for all-out nuclear war. It focused heavily on the positioning of strategic assets, while “conventional” elements (such as army bases, divisions, and SRBM launchers) were treated as secondary.

While the old AI could technically plan an invasion or allocate forces to defend its territory when invaded, it suffered from several serious limitations.

Limitations of the Original AI
  1. One-Front Thinking
    The old AI could only manage one invasion or defense operation at a time. It wasn’t built to handle a two-front war. Its choice of invasion targets was mostly opportunistic — it often picked a more valuable but well-defended region, ignoring nearby undefended ones.
  2. Reactive Defense
    The AI largely ignored enemy force buildup along its borders. Instead of anticipating threats, it preferred to act only after an invasion began. Its defensive behavior was also static — it would simply move divisions to defend cities in the attacked region and keep them there.
  3. Broken Logistics
    This was perhaps the biggest issue.
    While the player could efficiently redeploy troops using airdrops or landing ships, the AI relied on each unit’s individual pathfinding to reach the target. Units were semi-synchronized to arrive roughly at the same time, which meant:
  • Forces were often scattered and far from the threat.
  • They didn’t use airdrops, moving slowly across land instead.
  • They waited for the slowest units to synchronize movement, delaying the entire response.
As a result, the AI frequently failed to react in time to invasions.

A New AI Architecture
To solve these problems, I completely rebuilt the invasion and defense management system from scratch.

Now, strategic and conventional forces are handled by two separate AIs:
  • Nuclear-war AI – focused on strategic deterrence and WMD operations.
  • Conventional-invasion AI – responsible for all standard warfare and logistics.
Until the nukes start flying, nearly everything is controlled by the conventional-invasion AI.

What the New AI Can Do
The new system handles a wide range of tasks, including:
  • Analyzing enemy buildup and distributing forces according to threat level.
  • Adjusting build queues to react to emerging threats and opportunities.
  • Managing logistics, including multi-leg airdrop routes.
  • Mobilizing defenses across multiple regions simultaneously.
  • Planning invasions, identifying weak or strategic targets for attack.
Example 1: Reacting to an Enemy Threat


Scenario:
I play as Middle East – North Africa. The AI controls Sub-Saharan Africa.
Initially, my units are concentrated in Sudan, so the AI positions its armies nearby to respond quickly to a potential invasion.

When I “teleport” my units to the west coast, threatening unprotected regions:
  • 0:25 – The AI starts relocating its armies, heading to nearby airbases for airdrops.
  • 0:53 – Watch the multi-leg airdrop: units travel from one airbase to another since the destination is beyond the range of the initial base.
  • 1:08 – Some units perform multiple legs to reach the front efficiently.
  • 1:43 – The AI redistributes defenders across threatened and neighboring regions for rapid response.
  • 2:09 – Even the navy moves into position as a precaution.
Notice how quickly it reorganizes its entire force distribution!

Example 2: Responding to an Invasion


Scenario:
I invade South Sudan. Using “god mode,” we can watch the AI in action.
  • 0:09 – The AI detects my initial incursion and reinforces Wau with two armies from Juba.
  • 0:16 – It realizes my forces are stronger than expected and retreats from Wau, focusing its defense on Juba. Nearby regions begin mobilizing for airdrop deployment.
  • 0:35 – Reinforcements gather near the border, waiting for critical mass before launching a counterattack. Meanwhile, airstrikes and SRBMs soften my troops.
  • 0:40 – Some divisions reinforce nearby cities when possible.
  • 0:49 – The AI decides it has enough strength and launches a coordinated counterattack.
  • 1:20 – With the tide turned, it withdraws some armies to rebalance power elsewhere.
  • 1:22 – The invasion is completely repelled, without losses. The AI then redistributes forces for future readiness.
The speed of this mobilization is a direct result of the new logistics system.

What’s Next
In the next dev diary, we’ll look at how the AI plans and executes its own invasions, not just reacting to the player, but taking the initiative.
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