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    M28AI Devlog (v136)

    Scheduled Pinned Locked Moved AI development
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    • 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 โ€‹โ€‹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 ๐Ÿ˜‰

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

            @saver Anything like that Iโ€™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

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