DualGap AI v2 — role-based team AI for Dual Gap Adaptive (6v6)
Version 2 is now in the mod vault. Enable DualGap AI in the mod manager, then pick AI: DualGap (beta) (or AIx: DualGap (beta)) in the lobby.
Each bot reads its spawn and plays a role: GROUND, NAVAL, AIR or ECO. The goal is bots that feel like a team of players, not a pile of skirmish AIs. The normal AI plays with fog of war: it only reacts to what it has seen or has on radar.
What's new in v2
Team play
Roles adapt: when a player dies, the ally who takes over its mexes also takes over its job (game enders, base AA, navy...). Losing your ECO doesn't end your late game.
Allies call for help when their base is attacked; land, navy and bombers answer.
AIR builds the anti-air for its whole group. The group anti-nuke is started by whoever has the most resources, and the others help build it.
Game enders
ECO picks a random plan, the way players do: usually one nuke first, then artillery or a T4. Four nukes is a rare option.
If the air T4s get shot down, the plan moves on to nukes and artillery instead of rebuilding them forever.
Nuke salvos are sized to beat the anti-nukes the bot knows about.
Air
Bomber packs go for the enemy ACU first, then game enders, then the anti-nuke (if we have a nuke), then T3 power. No more bombing mexes.
A big bomber stack goes in as one mass attack under fighter cover. When the target dies, bombers switch to a commander or game ender nearby instead of flying home over it.
Air T4 operations: the Czar or Ahwassa flies around the map edges with fighters and bombers at its pace, going for the enemy ECO commander.
Every free fighter goes after an enemy air T4 in our half. Fighters sweep the enemy front when they clearly outnumber its air.
Scouts only after minute 10, sent in packs of 5–10.
Land and navy
Land waves push through the mid to the enemy bases and don't turn back for stray targets. Stuck formations get moving again.
Fleets regroup until they are clearly stronger before going back in. NAVAL sends destroyers to help ground at the mid.
Land experimentals are built in front of the base, so they can walk out.
Commanders
Hidden ACUs stay in their own base's water, under the team's anti-nuke and fleet.
They spread out only when an enemy nuke has actually been launched and no loaded anti-nuke covers them. The bot uses the public "strategic launch detected" announcement, not the target.
Base ACUs step out of the dense base on a nuke launch, and take cover under T3 AA and shields when an enemy air T4 comes in.
Economy and base
Player-like base layout: first factory against the hydro, power in tight adjacency blocks, mass storage crosses around mexes and fabricators in their corners.
Base mexes go T2, get their storages, then T3.
Income gets spent: more factories as income grows, and idle engineers assist production.
Feedback
Replays and logs are very welcome, especially games where the bots did something dumb. The bots log what they decide, so a game log usually shows why.
Source: https://github.com/jaxxtrend/faf-dualgap-ai