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    AI Development Guide and M27AI v74 Devlog

    Scheduled Pinned Locked Moved AI development
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    • JipJ Offline
      Jip
      last edited by

      BlackOps on its own is unstable at the moment

      A work of art is never finished, merely abandoned

      T 1 Reply Last reply Reply Quote 0
      • T Offline
        thewatcheral @Jip
        last edited by

        @jip
        Whats odd is that All three of those BlackOps mods work just fine with other Ai's, base game Ai's, and in PVP. Its currently the M27Ai that seems to brake those units. They glide instead of walking, and you can hear them fire but no animation or "bullet" is then animated or spawned.

        Im not sure how this Ai is interacting with the units that is causing this and hopefully it can be addressed because my small group of FAF playing friends love the difficulty of this Ai but also want to continue using the BlackOps units.

        maudlin27M 1 Reply Last reply Reply Quote 0
        • JipJ Offline
          Jip
          last edited by

          I haven't had the time to debug BlackOps yet, I'll post here more when I do

          A work of art is never finished, merely abandoned

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          • T Offline
            thewatcheral @Jip
            last edited by

            @jip Thanks, sounds great 🙂

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            • maudlin27M Offline
              maudlin27 @thewatcheral
              last edited by

              @thewatcheral could you give an example replay ID and the time that the issue with weapons not working happens? From the issues you’ve described I’d expect the log to be filled with certain types of error message (not the normal M27Error and M27Warning ‘handled error’ messages that M27 produces)

              M27AI and M28AI developer; Devlogs and more general AI development guide:
              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
              https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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              • T Offline
                thewatcheral @thewatcheral
                last edited by thewatcheral

                @thewatcheral said in AI Development Guide and M27AI v71 Devlog:

                Replay ID
                https://replay.faforever.com/20336438 - Real Game - Base: Blue and Pink Units: T3 and T3 experimentals, most all experimentals from all tears after that
                game_20336438.log
                https://replay.faforever.com/20341841 - Solo Test Game - Time: 20min Base: Blue First Unit to show broken: Goliath Mk II
                game_20341841.log
                Thanks

                Hope this helps

                maudlin27M 1 Reply Last reply Reply Quote 0
                • maudlin27M Offline
                  maudlin27 @thewatcheral
                  last edited by

                  @thewatcheral Thanks, the replay desynced for me but the log you posted was a bit different to what I was expecting and looks likely to be something specific to BlackOps (based both on the logs and Jip's comment/other reports). I'll wait for now and if the blackops is updated to fix the separate issues I can look again if there's still an incompatibility with M27AI.

                  M27AI and M28AI developer; Devlogs and more general AI development guide:
                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                  https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                  • veteranasheV Offline
                    veteranashe
                    last edited by

                    Hey I did some low mex games including a flat 1 mex and the ai seems to really struggle.

                    maudlin27M 1 Reply Last reply Reply Quote 0
                    • maudlin27M Offline
                      maudlin27 @veteranashe
                      last edited by maudlin27

                      @veteranashe Yes to work effectively on 1 mex style maps would essentially require the disabling of most of M27's logic and use of a very prescriptive build order, and might not be that fun either (as I'd probably go for the T2 bomber rush tactic rather than the 'carefully eco into mass fab farms/RAS SACU' approach). I did have it down as a possible future goal but with my focus on M28 now I think it's unlikely that M27 will focus on that (in part as well because until now no-one had ever commented on it).

                      I'll note it down as a possible thing for M28 to look at though as one of my aims is for it to generally be much more compatible than M27

                      M27AI and M28AI developer; Devlogs and more general AI development guide:
                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                      https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                      • maudlin27M Offline
                        maudlin27
                        last edited by maudlin27

                        v72 mini-update

                        • Fixed AiX modifiers not applying to M27
                        • Team messages warning about units such as enemy T3 arti should no longer trigger from friendly fire
                        • Reworked brain setup to align with new FAF approach from June re aibrain classes
                        • Fixed bug preventing upgrades beyond a gun upgrade being obtained, and added support for the new Cybran nano and aron extra range upgrades

                        Thanks to Ice-IX who flagged that AiX modifiers weren't working for M27, and someone else (forgot to note down who) highlighting the T3 arti detected message issue for friendly fire.

                        M27AI and M28AI developer; Devlogs and more general AI development guide:
                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                        https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                        1 Reply Last reply Reply Quote 1
                        • veteranasheV Offline
                          veteranashe
                          last edited by

                          I missed your reply, I was just more curious if, you think, there would be some gain by having the ai count the mexes in the map and then use that to change build order and tactics.

                          maudlin27M 1 Reply Last reply Reply Quote 0
                          • maudlin27M Offline
                            maudlin27
                            last edited by

                            v73 update
                            Mini-update - fixed incompatibility with M28 (that could break M28 if they were both in the same game), and updated some hardcoded values on energy storage to reflect the recent FAF balance changes requiring more energy for overcharge.

                            M27AI and M28AI developer; Devlogs and more general AI development guide:
                            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                            https://forum.faforever.com/topic/5331/m28ai-devlog-v130

                            1 Reply Last reply Reply Quote 1
                            • L Offline
                              Laso
                              last edited by

                              Hi, i played a game with M27. He builded some satellites and fired at my T3 arty. The satellites did damage to all schields and not only to the one it hits. it would be nice to take a look.
                              https://replay.faforever.com/20797133

                              maudlin27M 1 Reply Last reply Reply Quote 0
                              • maudlin27M Offline
                                maudlin27 @Laso
                                last edited by

                                @laso If the shields overlap then that's a FAF game balance feature - when 1 shield takes damage, any overlaping shield takes a percentage of the damage (around 10% I think)

                                M27AI and M28AI developer; Devlogs and more general AI development guide:
                                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                                • maudlin27M Offline
                                  maudlin27 @veteranashe
                                  last edited by

                                  @veteranashe While it's still far weaker than a human, the latest version of M28 (v32) should do better on 1 mex maps

                                  M27AI and M28AI developer; Devlogs and more general AI development guide:
                                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                  https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                                  • maudlin27M Offline
                                    maudlin27
                                    last edited by

                                    v74 Update
                                    Minor bugfixes that I noticed when I was testing M28 against M27 (relating to the FAF mobile factory change and the Aeon gun upgrade change)

                                    M27AI and M28AI developer; Devlogs and more general AI development guide:
                                    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                    https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                                    • maudlin27M Offline
                                      maudlin27
                                      last edited by

                                      v75-76 updates

                                      • v75 - AI ratings support added
                                      • v76 - Fixed an issue with M27 tracking weapon fire events (to support a relocation of the underlying code in FAF that took place last summer)
                                      • v76 - Fixed the warning message given to allies when a nuke launcher is detected, so instead of saying "M27OverseerEnemyNukeLaunchers" detected, it will now give the name of the unit.

                                      M27AI and M28AI developer; Devlogs and more general AI development guide:
                                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                      https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                                      • maudlin27M Offline
                                        maudlin27
                                        last edited by

                                        v77-78 updates

                                        • v77 - Fixed a bug caused by a change in category in the paragon
                                        • v78 - Fixed a rare bug that could break M27's engineer logic

                                        M27AI and M28AI developer; Devlogs and more general AI development guide:
                                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                        https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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                                        • R Offline
                                          Resin_Smoker
                                          last edited by

                                          So any advice (or examples) on setting up custom units to be used by the AI, as I'm sure this has changed since I was last around.

                                          Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                          Unit Thrower https://youtu.be/iV8YBXVxxeI
                                          Beam Tentacle https://youtu.be/le5SNwHvC4c
                                          Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                          Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                                          maudlin27M 1 Reply Last reply Reply Quote 0
                                          • maudlin27M Offline
                                            maudlin27 @Resin_Smoker
                                            last edited by

                                            @Resin_Smoker Enable the mod with the custom units.

                                            I.E. M27 and M28 should automatically make use of custom modded units, provided the categorisation of the custom unit blueprint aligns with a category M27/M28 is trying to build (the majority of the time I’d expect it to). You could use unit restrictions to disable default versions of units to make it more likely it picks the modded version instead but M28 will handle unit restrictions better

                                            M27AI and M28AI developer; Devlogs and more general AI development guide:
                                            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                            https://forum.faforever.com/topic/5331/m28ai-devlog-v130

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