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    M28AI Devlog (v136)

    Scheduled Pinned Locked Moved AI development
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    • M Offline
      MrPhalanx
      last edited by

      I want to make clear the CZAR problem, I looked into it, when it opens up it still can fire an air unit, that's not a problem, the problem is, when your AI builds it, it AUTOMATICALLY FORCE ATTACK GROUND, so because of this, the unit cannot attack anything other land. Sorian AI has no problems using it properly.

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

        I've not been able to reproduce the Czar issue you mention (even if I activate the total mayhem mod since you mentioned that in your reply), but from the description it sounds like it's broadly working as intended since it's meant to be used to attack ground units rather than air units. So while it might not be optimal (re there being some scenarios where its AA abilities would be good), the difficulty with reproducing it coupled with then the difficulty in having logic that figures out if it wants to have its air to ground attack active vs its AA attack active means it's unlikely to change.

        I've fixed the bug with the kennel not upgrading though (will be in the next release).

        M28 should build T1 experimental base defences, but I've no plans to have it build other T1 experimental units (e.g. tanks etc.) as M28 is setup on the assumption that engineers can only access experimentals at the T3/experimental stage (not T1-T2) so it'd be non-trivialto add and I'm not clear that it'd have a significant competitive benefit that would justify the extensive recoding required (compared with just getting T2 land or more T1 non-experimental 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
          last edited by

          v131 Update
          28 changes and fixes, including:

          • 8 adjustments for when M28 hits the unit cap, primarily focused on when ctrl-king its T2 units is not enough
          • Reduced M28's tendancy to overbuild aircraft carriers
          • Engineers should no longer suicide into enemies firing at them that it lacks radar coverage of
          • 9 LOUD specific changes (including adding a workaround to allow prioritisation of fatboys) and 1 steam change (fixing a bug with T2 kennels not being upgradable)

          Acknowledgements:

          • MrPhalanx – Mentioning T2 kennels couldn’t be upgraded in steam
          • RD – Bitterwind Crag, Elephant Rock and Mellow Shallows replays against v1.29
          • Vortex – Replay vs 1.30

          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 5
          • maudlin27M Offline
            maudlin27
            last edited by

            v132 Update
            21 changes, including:

            • Gunships should group together better, and take into account how successful they've been in the game with engagements when deciding whether to attack
            • Fixed some issues with transports that would e.g. prevent them dropping early when dying to inties
            • Reduced tendancy to build more factories late-game
            • 10 LOUD related changes, including reviewing/tweaking various LOUD focused PRs from Azraeel (covering building more T3 PD, bombers, ecoing more, and changes to unit prioritisations)

            Acknowledgements:

            • Azraeel - Various pull requests

            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 3
            • M Offline
              MrPhalanx
              last edited by

              Thanks anyway, I check the Ai again ..

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

                v133 Hotfix - Summary
                11 Changes and fixes, including:

                • M28 should no longer try and protect a friendly teammate's core base afer the teammate has been killed and their base destroyed
                • Changed how M28 prioitises which zones to request units/give them orders, to take into account enemy buildings (in theory making it slightly more likely to attack undefended enemy mexes over defending a friendly location)
                • Fixed a bug introduced in the last version for managing gunships that could sometimes break their logic
                • 7 LOUD specific changes, including supporting factory enhancements, and updating the ACU threat assessment to take into account the ACU health and to account for the massively higher mass cost given to it in the blueprint (10k, which is almost 200 t1 tanks)

                Acknowledgements

                • Vortex - several LOUD 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 3
                • maudlin27M Offline
                  maudlin27
                  last edited by maudlin27

                  v134 Update
                  Another 13 changes, including:

                  • Greater focus on ecoing, with mexes being more likely to upgrade if held for a long time, while making it more likely mexes are prioritised over factories if stalling mass
                  • ACU should be more likely to get high value reclaim near it if it's not in immediate danger, even if it would like to get a gun upgrade
                  • Slightly reduced the amount of engineers to be built in cases where the zone has run out of assignments to give them relatively recently
                  • 4 LOUD specific changes, including fixing a bug that would result in lots of land factories upgrading at once, and reducing MML production where the enemy has TMD.

                  Acknowledgements
                  Vortex - A number of LOUD replays

                  v135 Update
                  Re-uploaded as I forgot to turn off some debugging options.

                  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 3
                  • maudlin27M Offline
                    maudlin27
                    last edited by

                    v136 Update
                    18 changes and fixes including:

                    • Disabled some of M28's kiting logic if it has poor intel
                    • Improved experimental targeting when faced with an enemy under shields (so they should focus down the shields first)
                    • Fixed a bug that meant submarines wouldn't run from torpedo bombers
                    • 6 LOUD specific changes (Aeon land experimental preferences, and various gunship adjustments)

                    Acknowledgements

                    • Vortex - several replays
                    • Azraeel - Replay that highlighted the bug with subs not retreating
                    • Kemi - Replay showing overbuilding of protector bots in LOUD
                    • Waffelznoob - Replays of M28 being crushed, and crushing

                    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 2
                    • SaverS Offline
                      Saver
                      last edited by

                      Hello everyone, I have a little thought for amphibious units that move underwater. I can cite the GC as an example. When the AI ​​uses this unit, I have often found that the unit will stall in the water on banks if enemies are too close to the water. The problem, however, is that submarines or other enemies with torpedoes also attack them and the GC makes no real attempts to save itself. Or rather take up the fight on land, where he also has weapons.

                      Unfortunately I have no idea whether this can be fixed. But oh man, what hasn't the M28 already accomplished 😉

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

                        @saver Anything like that I’d need a replay to assess as there will be competing logic:
                        -Retreat to avoid damage from subs
                        -Avoid a cycle of retreating and advancing all while taking damage without doing anything
                        -Avoid making landfall to die to a superior force
                        -Avoid overreacting to a small naval threat

                        The logic will likely have room for improvement in specific scenarios

                        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
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