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    M28AI Devlog (v136)

    Scheduled Pinned Locked Moved AI development
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    • maudlin27M Offline
      maudlin27
      last edited by maudlin27

      v123 and v124 Hotfixes

      Fixed a couple of issues with the shared human-AI army feature/AI assistant not working on certain maps, along with the following smaller changes:

      • Fixed a typo with the label of the shared armies option in LOUD
      • Fixed a rare issue if units died a fraction of a second before logic for the zone they were in was about to run
      • Naval facs should be more likely to build subs if the enemy has a limited anti-naval threat relative to their anti-surface threat
      • LOUD naval facs should be more likely to upgrade than before (while more generally they should upgrade sooner if faced with torpedo launchers)

      Acknowledgements

      • Fearghal, Tematus and chucups - replays with issues involving the shared armies (and in the case of Tematus noticing an incorrect 'mouse-over' description in LOUD for the game setting).

      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 4
      • maudlin27M Offline
        maudlin27
        last edited by maudlin27

        v125 Update
        New MOBA mode! Ever wonder what FAF would be like reimagined as a MOBA? No? Well you can still get an idea - set M28AI to MOBA mode (in the shared armies game option), and you can take control of your ACU while M28AI handles all other units.

        • 7 improvements and fixes to the shared AI armies, including a MOBA mode (M28 gives orders to every unit except the ACU), and the ability for units to inherit their M28AI control setting from their 'parent'/constructing unit. For example, build a land factory at an expansion point, toggle it to be controlled by M28AI, and with this setting M28AI will also take control of any units built from that factory (and any units they build). Essentially allowing you to hand off control of expansion points to the AI while you focus on something else. Also fixed a bug that could sometimes crash the game in LOUD.
        • Skirmisher units should no longer try and kite enemy land scouts
        • Water zones should track enemy T2 arti firebases, and be a bit less likely to request lots of engineers or engage with enemy forces within range of said firebase
        • Added 'netting off' logic for engineer allocation - if one land or water zone decides to send an engineer to another zone, and that engineer already has engineers travelling to the first zone, then no engineers should go to either zone. While this doesn't eliminate the issue of large groups of engineers moving from one side of a pond to another (to assist the naval factory) it does at least reduce the frequency/severity of it.

        Acknowldgements

        • Fearghal - Replay with shared armies where M28 built in it's/Fearghal's base
        • Azraeel - Replay on a water map
        • Tematus - noting a scenario where LOUD would crash with M28 shared armies enabled

        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 6
        • maudlin27M Offline
          maudlin27
          last edited by

          v126 Update
          Smaller update that improves M28's game-ender template's defences, along with 7 other changes

          • Game-ender templates should now build SAMs pre-emptively, and also build PD and T2 arti if faced with a ground attack
          • New spirit attack mode (partly to experiment to see if it's any good) - spirits should be used as an attacking force initially, making use of their long range and good intel to gradually lower the health of enemy units
          • MAA should be more cautious than before of enemy tanks when there aren't many friendly units to protect them
          • Fixed an issue with deciding what experimental to build initially (where no experimental might be chosen)
          • 1 minor LOUD specific change relating to the experimental sniper bot categorisation so it gets used similarly to a t3 sniperbot

          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 4
          • T Offline
            TankenAbard @maudlin27
            last edited by

            @maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.

            maudlin27M 1 Reply Last reply Reply Quote 1
            • I Offline
              Innomen
              last edited by

              Apologies if I'm necro posting, but I just yesterday discovered hybrid ai mode where I can finally, after decades of wanting it since TA/dune 2, unleash my units under AI control. I wish I had money so I could donate somewhere. This has utterly transformed the game for me and I could not be more pleased. Thank you so much. Every game needs this kind of option.

              1 Reply Last reply Reply Quote 2
              • maudlin27M Offline
                maudlin27 @TankenAbard
                last edited by

                @tankenabard said in M28AI Devlog (v126):

                @maudlin27 The AI Logic button is messing with the Nomads somehow, though I'm not sure it's a priority. It makes all of the commander ability buttons appear, but none of them work anymore, even if you have the upgrade.

                Thanks for reporting, it'll be fixed in the next update

                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 0
                • maudlin27M Offline
                  maudlin27
                  last edited by

                  v127 Update
                  29 smaller changes and fixes, including:

                  • Fixing bugs relating to M28's shared armies feature that could cause issues with certain units that have drones (e.g. upgraded kennel, and Nomads ACUs) in LOUD, steam and nomads
                  • Increased aggression for T1 arti drops to make them more likely
                  • Fixed a bug with the ACU that would cause it to move really slowly when trying to reclaim
                  • Adjustments to naval logic to make battleships less likely to keep retreating if they aren't firing at the enemy, and submarines less likely to be built if the enemy has torpedo bombers.
                  • 12 LOUD specific changes, including M28 focusing more on units over experimentals, and adding workarounds for some LOUD mechanics and issues (such as where air units cant attack grounded aircraft, or the ACU can end up stuck unable to fire)

                  Acknowledgements

                  • TankenAbard – highlighting that Nomads ACU abilities were broken with M28 (due to shared armies)
                  • Azraeel – Various replays and other suggestions
                  • C04spoon – several replays

                  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 4
                  • I Offline
                    Innomen
                    last edited by Innomen

                    I've been playing as the AI vs itself a lot, (so much fun for me, ai on, and ai status inherit on) and I've noticed that the ai when it's on my side controlling my army it's pretty terrible at reclaim and economy. Like it should imo with t1 builders always try to build mexes and reclaim anytime something is in range if there's storage space for it. Is this intentional? Also it seems to takes forever to upgrade mexes. I watch a lot of gyle recasts when I'm not playing the ai vs itself with me as a backseat driver, for context. P.S. I'm doing this on tournament 10km generated maps also fwiw, 1v1.

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

                      @innomen I’d expect it to build mexes and get reclaim if it has control of all engineers in the area (assuming it is low on mass and there aren’t nearby enemy units).

                      Mex upgrades are generally not sought after/prioritised in 1v1 as on 10km maps prioritising t1 tank spam is usually 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

                      I 2 Replies Last reply Reply Quote 1
                      • I Offline
                        Innomen @maudlin27
                        last edited by

                        @maudlin27 So it is intentional, oky, seems like I always die with a tapped mass bar. Oh well. My impression is very different. I'd focus econ and air control, since that seems to win replays. but I'm clearly not the expert XD Thanks again for making this 🙂

                        1 Reply Last reply Reply Quote 1
                        • I Offline
                          Innomen @maudlin27
                          last edited by

                          @maudlin27 FWIW neroxis_map_generator_1.12.3_jr5vbqk53twfc_aiiaeaq_aaaaaadg6msjk

                          (unexplored 20x20) 1v1 me vs ai really didn't like the map. Is this a known thing? perhaps because unexplored?

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                          • maudlin27M Offline
                            maudlin27
                            last edited by

                            In what way did it not like the map, and do you have a replay id?

                            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

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

                              v128 Update
                              16 changes and fixes, including:

                              • Reducing the number of naval factories that get built
                              • Factored in mobile shields when assessing how strong an enemy naval force is
                              • Made the naval combat logic more detailed so it is more likely to take into account units that are relatively near it when deciding what to do
                              • 7 LOUD specific changes, including fixing an incompatibility resulting from the latest LOUD 7.10 release, and fixing an issue that meant M28's ACUs would be overly aggressive.

                              Acknowledgements

                              • Vortex - several LOUD replays, including one highlighting M28's ACU being too aggressive
                              • c04spoon - replay highlighting various torpedo bomber related issues
                              • GerJS - Noting that with particular game settings M28 would prevent one of the objectives loading on UEF M6

                              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 4
                              • I Offline
                                Innomen @maudlin27
                                last edited by

                                @maudlin27 It took forever to do the first analysis and every few seconds it froze. no replay, it was unplayable, also ai games don't get recorded, that's why I linked the map name so you could reproduce it. Also, I think the crab is bugged, egg units don't inherit AI status.

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

                                  @innomen Looking into it this is an issue with how MapGen defines the playable area on such maps (in that it starts with no playble area, which then causes an issue for FAF's navigational mesh logic). Jip's kindly offered to look into it further.

                                  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 0
                                  • maudlin27M Offline
                                    maudlin27
                                    last edited by

                                    v129 Update

                                    22 changes and fixes, including:

                                    • Increased options for the AIx overwhelm modifier to allow smaller AIx modifier adjustments (+/- 0.05, 0.02 and 0.01)
                                    • Increased cruiser production in certain scenarios to protect from torp bombers
                                    • Fixed a bug where M28Easy would ground-fire subs
                                    • 11 LOUD specific adjustments (including support for bombardment ships, not treating engineering ships like frigates, a bug that prevented M28 recognising when its naval units shots were being blocked by terrain, and some logic that in some cases may have caused desyncs)

                                    Acknowledgements

                                    • GerJS - Replay with M28Easy ground-firing subs
                                    • Vortex - LOUD replay
                                    • Innomen – Highlighting a bug with unexplored mapgen maps
                                    • Zhanghm – noting an issue where in modded games only the megalith would be built by Cybrans in some cases despite unit prioritisation being turned off
                                    • c04spoon – tips on what naval units work best in a bombardment type role

                                    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

                                    I 1 Reply Last reply Reply Quote 5
                                    • I Offline
                                      Innomen @maudlin27
                                      last edited by

                                      @maudlin27 Child units are not inheriting AI status. novax sats sit there, eggs, and fatboy outputs. FWIW 🙂

                                      1 Reply Last reply Reply Quote 0
                                      • S Offline
                                        Sioloc
                                        last edited by

                                        Hi @maudlin27, a few issues I've noticed with M28, usually when using the MOBA mode:

                                        • AI spawns a lot of scouts early on - sometimes dozens. I've had some games where it won't build any tanks for 5 minutes or so (will build AA and artillery though).
                                        • AI will upgrade all mexes from T2 -> T3 at once, causing a massive and persistent mass crash. Could be reclaim related? Eg I collect a bunch of reclaim, the AI queues up mex upgrades, but doesn't pause them when mass flows drop again? See this replay as an example I think: #23420048.
                                        • Aeon AI will get stuck in a loop of building T2 shields, destroying them, then rebuilding T2 (instead of presumably the intended T3). See this replay for an example: #23420639. About 1:10 onwards, near my com in the centre left of the map.

                                        Thanks for your work on this! The new MOBA mode has gotten one of my friends to pick up the game again 🙂

                                        maudlin27M 2 Replies Last reply Reply Quote 1
                                        • maudlin27M Offline
                                          maudlin27 @Sioloc
                                          last edited by

                                          @sioloc Thanks I'll have a look, although I'd need a replay re the scouts to see if it's working as intended or not (it likely is, since it relies heavily on intel so prioritises building lots of scouts in the early game; while for Aeon it can also build extra scouts to use as combat units)

                                          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 @Sioloc
                                            last edited by maudlin27

                                            @sioloc said in M28AI Devlog (v129):

                                            AI will upgrade all mexes from T2 -> T3 at once, causing a massive and persistent mass crash. Could be reclaim related? Eg I collect a bunch of reclaim, the AI qu

                                            I think this was your teammate the first time - M28's logs for upgrading a unit didn't trigger when 4 t2 mexes were started at your teammate's base.
                                            For your mexes, the issue is as a whole your team had lots of T3 mexes, and lots of mass stored (as your teammate had about 3k mass while you had none) - so M28 started upgrading multiple T3 mexes on the basis the mass from your teammate could fund it.
                                            I'll tweak it in the next version so in MOBA mode M28's team resource sharing logic is enabled (which should largely mitigate such issues). It'll still be a problem in non-MOBA teamgames with shared armies though (where a teammate with lots of mass and/or T3 mexes will result in too many of your mexes being upgraded if the teammate sits on the mass instead of sharing). I can't see an easy solution to that though, as in many cases people wouldn't want the 'share resources' team logic to trigger.

                                            Re the T2 shields being destroyed this looks like a problem with its backup shielding logic where a shield that is 99% complete is being completed (when that should only happen when under enemy artillery fire), I'll see if I can fix for the next update.

                                            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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