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    Weapon target check intervals

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    • Brutus5000B Offline
      Brutus5000 FAF Server Admin
      last edited by Brutus5000

      I'm not really into the details, but checking the same thing over and over again seems a bit weird, when there are good data structure such as a priority queue.

      Assuming the engine gives us access to events (a) a target entered turret range (b) a target left turret range (c) a target is no longer accessible (destroyed/submerge/lifted off).
      For a) Determine the targets priority and add it to the priority queue.
      For b) Delete it from the priority queue
      For c) Delete it from the priority queue
      For d) A user changes the priority: recalculate priority queue (but with same targets)

      For determining the current target: Take the first item from the priority queue.

      No need to iterate over all targets in range every recheck interval.

      "Nerds have a really complicated relationship with change: Change is awesome when WE'RE the ones doing it. As soon as change is coming from outside of us it becomes untrustworthy and it threatens what we think of is the familiar."
      – Benno Rice

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      • JipJ Offline
        Jip
        last edited by

        The targets are computed in the engine. We only have the parameters and the output that we can work with in Lua. Anything else requires assembly patches.

        A work of art is never finished, merely abandoned

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        • KaletheQuickK Offline
          KaletheQuick
          last edited by

          Would it be possible to enforce some limit on target priorities? Like t1 can have 2 priorities, then some "ALLUNITS" catchall, t2 4, t3 6, exp 8? And enforce it so ATP mods don't interfere?

          Or would batching or target sharing be possible? Like one unit of a type can just 'give' its target to a nearby unit of the same type? Or I guess a unit searching for a target asks nearby allies of the same type for their target, checks if it's in range/valid, and then if not proceeds with a whole target check?

          You must deceive the enemy, sometimes your allies, but you must always deceive yourself!

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          • JipJ Offline
            Jip
            last edited by

            Would it be possible to enforce some limit on target priorities? Like t1 can have 2 priorities, then some "ALLUNITS" catchall, t2 4, t3 6, exp 8? And enforce it so ATP mods don't interfere?

            That is what I'd like to have - yes. Perhaps not that extreme, anywhere between 4 to 6 is fine. But 10+ is a bit much. The balance team isn't quite in favor yet.

            Or would batching or target sharing be possible? Like one unit of a type can just 'give' its target to a nearby unit of the same type? Or I guess a unit searching for a target asks nearby allies of the same type for their target, checks if it's in range/valid, and then if not proceeds with a whole target check?

            I'm afraid that finding nearby units is a similar query to finding nearby targets 😉 .

            A work of art is never finished, merely abandoned

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            • JipJ Offline
              Jip
              last edited by Jip

              I've given this some thought and I think we can have a good compromise.

              We can make a distinction between the 'primary' purpose of the unit and all the 'secondary' things that a unit can do too.

              As an example, take the T2 UEF Transport. The primary purpose of the transport is to transport units. It is accompanied by two air to ground guns and two air to air guns with the following statistics:

              -- air to ground
              
              -- damage related
              Damage = 3,
              RateOfFire = 3,
              
              -- performance related
              TargetCheckInterval = 0.3,
              AlwaysRecheckTarget = true
              TargetPriorities = {
                  '(ALLUNITS - SPECIALLOWPRI)',
              },
              
              -- air to air
              
              -- damage related
              Damage = 12,
              RateOfFire = 1,
              
              -- performance related
              TargetCheckInterval = 0.5,
              TargetPriorities = {
                  '(ALLUNITS - SPECIALLOWPRI)',
              },
              

              We can all agree that the weapons are not impressive. We can also all agree that nobody would ever use a t2 transport for anything beyond transporting units. These weapons primarily exist for aesthetics.

              Similarly, we can identify that:

              • The weapons of scouts (with the Selen as exception) are secondary to the purpose of the scout
              • The anti air weapons of frigates are secondary to the purpose of a frigate
              • The anti air weapons of destroyers are secondary to the purpose of a destroyer
              • The direct fire weapons of cruisers are secondary to the purpose of a cruiser
              • The anti air weapons of any tech 3 naval vessel (with the air carriers as exception) are secondary to their purpose
              • The anti air weapons on the average gunship / bomber (with the restorer as an exception) are secondary to their purpose
              • The anti air weapons of the average ground experimental is secondary to their purpose

              And we can find some more candidates by looking individual units.

              Performance

              With that we define the 'primary' weapons to be the weapons that the unit is supposed to be using, and all other weapons are 'secondary' to give the game a more aesthetical feeling.

              We can immediately see the impact on a reasonable scenario. Take 100 frigates in formation with 300 hostile ASF patrolling in the center of the formation.

              0770f58d-2f55-4df2-b722-fecb06ff7442-image.png
              Current situation, game is running at about 10 - 12 ms / tick, with a sudden jump to 25 - 28 ms / tick about every second

              f798f6b5-743c-4f46-b4e3-75ebeb589b79-image.png
              With the suggested changes of the next chapter, game is steadily running somewhere between 8 to 10 ms / tick and there's no sudden jump

              Changes

              With all of that said, I'm suggesting the following changes for primary / secondary weapons:

              Primary weapons

              TargetCheckInterval = math.max((0.5 * (1.0 / RateOfFire)), 0.5)
              AlwaysRecheckTarget = true
              TargetPriorities = { something between 4 to 6 elements }

              This means that primary weapons can respond to change, they can have decent target priorities and their check interval is reasonably fast in comparison to their attack speed.

              One exception: the primary weapons of an experimental unit are allowed to have a lower target check interval and have additional target priorities.

              Secondary weapons

              TargetCheckInterval = math.max((1.0 * (1.0 / RateOfFire)), 1.0)
              AlwaysRecheckTarget = false
              TargetPriorities = { ALLUNITS }

              This means that the secondary weapons are unable to respond to change, have a lower target check interval and they make no distinction between valid targets.

              What is next

              Unless I've been persuaded of anything else I will push this through into the game in about two weeks. Therefore use this topic to discuss this - what are the pros and cons? Is it worth the performance? Should we do this or not?

              I also highly recommend everyone to replicate the scenario used in the performance section. You can view the sim time (ms / tick) by opening the console (using ~ hotkey) and then typing ren_ShowNetworkStats. If it suddenly closes, type an e first and then remove it again.

              A work of art is never finished, merely abandoned

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

                @jip While I agree in principle with the idea of having simple checks for a secondary weapon where that weapon's effect is negligible, I'd disagree with making it as broad as 'if it's not the primary purpose then downgrade it'.

                As an example, you mention cruisers with direct fire weapons. Sometimes I will build a Cybran cruiser for the primary purpose of using its direct fire weapon, since on some maps it's the optimal unit for taking out a firebase (although having said that I dont actually know what its default priorities are so maybe it wouldnt make much difference).

                Seraphim sub hunters would be another example where you might build them both for the AA and for the anti-sub capabilities.

                Other examples where you might build a unit for a combination of its weapons/non-primary purpose would be restorers, and in theory continentals (although in practice they're a bit too weak to use efficiently as a combat unit that can also sometimes transport units)

                I'd therefore suggest a stricter threshold, where the weapon must both be a secondary purpose, and also be very bad at that secondary purpose. So for example a fatboy's anti-air or a transport's air to ground would fall into that category, but a Seraphim sub hunter's AA or a Cybran cruiser's direct fire attack wouldnt.

                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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                • JipJ Offline
                  Jip
                  last edited by Jip

                  As an example, you mention cruisers with direct fire weapons. Sometimes I will build a Cybran cruiser for the primary purpose of using its direct fire weapon, since on some maps it's the optimal unit for taking out a firebase (although having said that I dont actually know what its default priorities are so maybe it wouldnt make much difference).

                  This is an example where I would not consider their direct fire a 'secondary' weapon. They actually do decent damage, they can actually take out a unit. I was thinking of the UEF / Aeon cruisers when writing this 🙂

                  Seraphim sub hunters would be another example where you might build them both for the AA and for the anti-sub capabilities.

                  Another example where it is not a 'secondary' weapon in the sense that it can actually take out a torpedo bomber.

                  I'd therefore suggest a stricter threshold, where the weapon must both be a secondary purpose, and also be very bad at that secondary purpose.

                  I agree - you phrased it better than I did.

                  A work of art is never finished, merely abandoned

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                  • S Offline
                    snoog
                    last edited by

                    Everything here sounds pretty good to me. I personally hate when units decide to change targets themselves and leave a unit nearly dead. Unfortunate we hit another limit of not having engine access though. That said, good job working with what you have access to Jip.

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                    • JipJ Offline
                      Jip @snoog
                      last edited by

                      @snagglefox said in Weapon target check intervals:

                      Everything here sounds pretty good to me. I personally hate when units decide to change targets themselves and leave a unit nearly dead. Unfortunate we hit another limit of not having engine access though. That said, good job working with what you have access to Jip.

                      Me too - I'd prefer them to just fire away. But that is something to discuss with the balance team.

                      A work of art is never finished, merely abandoned

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                      • U Offline
                        Unknow
                        last edited by

                        This post is deleted!
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                        • U Offline
                          Unknow @Jip
                          last edited by

                          @jip Is it available on faf dev branch?

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                          • JipJ Offline
                            Jip
                            last edited by Jip

                            No - it is not.

                            edit: i'll make a small sim mod in this case, to allow you to reproduce the results of the performance test.

                            edit: here it is

                            ad3a2940-1d96-43a8-b5f5-e9980007b499-image.png

                            You can find the unit in the cheat menu:

                            8c079b7c-72a0-4a7a-93f7-fdba2e0f6abf-image.png

                            No other unit is adjusted. The unit in question also doesn't die properly. This mod is purely for making the performance comparison 🙂 .

                            Make sure to match the situation:

                            c8cf6e28-3339-4fdf-bc92-75c02ceb1fed-image.png

                            And restart when testing for different units.

                            The scenario in question:

                            • 100 frigates in formation
                            • 300 asf patrol in the center of the frigates (that are in formation)
                            • look at sim time by using the console command ren_ShowNetworkStats

                            Make sure to do a full restart of the map to prevent lingering units / wrecks from impacting the results.

                            A work of art is never finished, merely abandoned

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                            • BrannouB Offline
                              Brannou
                              last edited by Brannou

                              I'm wondering how does the advanced targeting mod impact the sim and with the retargeting intervals?

                              It's not part the game but it's used quite often

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                              • JipJ Offline
                                Jip @Brannou
                                last edited by

                                @brannou said in Weapon target check intervals:

                                I'm wondering how does the advanced targeting mod impact the sim and with the retargeting intervals?

                                It's not part the game but it's used quite often

                                Some of them are quite simple, others are terrible.

                                priorityTables = {
                                    ACU = "{categories.COMMAND}",
                                    Power = "{categories.ENERGYPRODUCTION * categories.STRUCTURE}",
                                    PD = "{categories.DEFENSE * categories.DIRECTFIRE * categories.STRUCTURE}",
                                    Units = "{categories.MOBILE - categories.COMMAND - categories.EXPERIMENTAL - categories.ENGINEER}",
                                    Shields = "{categories.SHIELD}",
                                    EXP = "{categories.EXPERIMENTAL}",
                                    Engies = "{categories.ENGINEER * categories.RECLAIMABLE}",
                                    Arty = "{categories.ARTILLERY}",
                                    Fighters = "{categories.AIR * categories.ANTIAIR - categories.EXPERIMENTAL}",
                                    SMD = "{categories.TECH3 * categories.STRUCTURE * categories.ANTIMISSILE}",
                                    Gunship = "{categories.AIR * categories.GROUNDATTACK}",
                                    Mex = "{categories.MASSEXTRACTION}",
                                    Snipe = "{categories.COMMAND, categories.STRATEGIC, categories.ANTIMISSILE * categories.TECH3, "..
                                        "categories.MASSEXTRACTION * categories.STRUCTURE * categories.TECH3, categories.MASSEXTRACTION * categories.STRUCTURE * categories.TECH2, "..
                                        "categories.ENERGYPRODUCTION * categories.STRUCTURE * categories.TECH3, categories.ENERGYPRODUCTION * categories.STRUCTURE * categories.TECH2, ".. 
                                        "categories.MASSFABRICATION * categories.STRUCTURE, categories.SHIELD,}",
                                    Naval = "{categories.MOBILE * categories.NAVAL * categories.TECH3, categories.MOBILE * categories.NAVAL * categories.TECH2, categories.MOBILE * categories.NAVAL * categories.TECH1}",
                                    Bships = "{categories.BATTLESHIP}",
                                    Destros = "{categories.DESTROYER}",
                                    Cruiser = "{categories.CRUISER}",
                                    SACU = "{categories.SUBCOMMANDER}",
                                    Factory = "{categories.TECH3 * categories.STRUCTURE * categories.FACTORY, categories.TECH2 * categories.STRUCTURE * categories.FACTORY, categories.TECH1 * categories.STRUCTURE * categories.FACTORY}",
                                },
                                

                                As an example, the Snipe version is terrible. But a lot of them are quite simple, and in general better for performance. It influences the TargetPriorities property, it doesn't influence anything else.

                                A work of art is never finished, merely abandoned

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                                • TurinturambarT Offline
                                  Turinturambar Balance Team
                                  last edited by

                                  transport anti ground weapons are for ghettos gunships and therefore have an important role

                                  Forumpros doing balance https://www.youtube.com/watch?v=4wTcguJZh3A .
                                  When a canis player remembers to build more than 3 units https://www.youtube.com/watch?v=7hjp8xJHuyA .

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                                  • JipJ Offline
                                    Jip
                                    last edited by

                                    I'm not suggesting to remove them. Just to make them less responsive and significantly cheaper on the simulation.

                                    A work of art is never finished, merely abandoned

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                                    • B Offline
                                      Blade_Walker
                                      last edited by Blade_Walker

                                      I think for all anti-air as a secondary, you want to at least include HIGHPRIO, and then all other units in the priorities.

                                      Otherwise you will have, say destros or battleships simply dying to scouted mercies...

                                      If Advanced Target Priorities is still available, and would act to immediately override the defaults and prompts a target check when it is selected, then I don't see a downside to making this change for rank and file units, bring on the uber simspeed !

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                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        High priority is not used by mercys. See also this list:

                                        • https://pastebin.com/fZ7Mcrep

                                        It is commonly used for campaign related units and the CZAR 🙂 .

                                        Otherwise you will have, say destros or battleships simply dying to scouted mercies...

                                        I'd say this is fine if you choose to send in units with no proper air support. Any additional proper AA would prioritize the mercies and take them out. But we could, I suppose, have AA prioritize bombers / gunships and then everything else 🙂 . That is still quite simple and low on simulation costs.

                                        If Advanced Target Priorities is still available

                                        That remains available, just like Snipe mode will remain.

                                        A work of art is never finished, merely abandoned

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                                        • JipJ Jip referenced this topic on
                                        • B Offline
                                          Blade_Walker @Jip
                                          last edited by

                                          @jip said in Weapon target check intervals:

                                          High priority is not used by mercys. See also this list:

                                          • https://pastebin.com/fZ7Mcrep

                                          It is commonly used for campaign related units and the CZAR 🙂 .

                                          Otherwise you will have, say destros or battleships simply dying to scouted mercies...

                                          No I mean mercies have 'HIGHPRIAIR' as one of their unit categories, not shared by any others AFAIK, and unit anti-air, even minor, has this as first priority, and mercies with their 10 hps are straight countered by it, as long as they are not just blips.

                                          I'd say this is fine if you choose to send in units with no proper air support. Any additional proper AA would prioritize the mercies and take them out. But we could, I suppose, have AA prioritize bombers / gunships and then everything else 🙂 . That is still quite simple and low on simulation costs.

                                          I'd say this would be a rather large balance change 🙂 so I would definitely want this added to all the secondary AA at least, over bombers or gunships

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                                          • JipJ Offline
                                            Jip @Blade_Walker
                                            last edited by Jip

                                            @black_wriggler said in Weapon target check intervals:

                                            I'd say this would be a rather large balance change so I would definitely want this added to all the secondary AA at least, over bombers or gunships

                                            Don't worry, that is what the balance team is for to make a compromise with 🙂 .

                                            A work of art is never finished, merely abandoned

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