Also flying engineer strategy:
- Fly in over land defences and take them
Might have been a good strategy for that engineer army.
Also flying engineer strategy:
Might have been a good strategy for that engineer army.
@tyne141 Thanks for the replays, looking into further there's a bug with my logic on 'chokepoint' games (such as 2v2 eye of the storm) - will be fixed in v41 (I'm just working through a few adjustments before I release).
@splitice I'll have a look after the current release to see if there are any easy adjustments to help fix, but some of my logic's range is hardcoded which may cause issues if the mod is introducing very long range units. I'll double-check how it handles things when T4 arti is disabled though, as it's quite possible it is trying to build it, and when it fails due to the unit restriction it stops building any experimental, leading to poor use of resources. I'm just going through pre-release checks on my current release so it won't be until v42 for any changes re this though.
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
@maudlin27 Iterate the blueprints on start for unit ranges perhaps? Thats how unit stats are normally changed so it makes sense to do the same on first tick.
It didnt build zero experimentals (I saw a few galactic colossuses before taking the center) but they were limited. Towards the end of the game I would have expected to see waves of them.
v41 Update - Hives and Shield Disruptor
Acknowledgements:
Benchmarking
As it's roughly 1 year since I first started working on M27, I thought I'd benchmark how well it was performing against several of the other AI (DilliDalli and RNG, as they're the 2 AI that during testing are most likely to beat M27), in part as one of my long term goals had been to create an AI capable of beating all other AI on the <700 rank map pool a majority of the time.
While M27 just managed to reach this goal (after numerous small tweaks to its early-game logic), it was very close on several maps so this will be highly dependent on the map pool chosen. The devlog has more details on the results, but in summary (with 4 faction mirror matchups being played against each AI, and then another 4 in the case of a tie in results):
Maps with 100% win rate:
Maps with a clear >50% win rate:
Close fought maps:
In terms of the other map pool maps, Serenity Desert Small – FAF version currently has a bug that prevents RNG and DilliDalli working on it so the results aren't included
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
Great to see so many frequent updates.
If you want some more replays, here are a few more:
@tyne141 Thanks, I’ll have a look ahead of the next release. I’m in the middle of tweaking M27’s tmd logic to handle massed tml and billy nukes so the replays highlighting tml issues are well timed!
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
So after trying to play with M27AI on DualGap Scale Adaptive around 2 min in the entire game freezes and I have to force kill it. This is the log I got from it game_17452319.log
@igneustempus Thanks, it looks like M27 will hard-crash on any maps that have mexes outside the playable area, I'll have it fixed for the next version
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
v42 Update
This update was almost entirely about fixing issues highlighted by replays people have sent me:
Acknowledgements
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
Great work! I think it can play at around 700 rating in 1v1. AI uses bombers quite well, its pain in ass to deal with them even with air control. All in all pretty solid.
I played some games with it, search "M27 testing" if you want to see them. What i noticed is: strange unit movement and questionable unit composition. For example it will build too many t1 maa while being at disadvantage. It will not contest huge concentations of reclaim (cadmium gree for example). It's pd logic is kinda bad too. Like it will build pds in base where it's not doing anything useful (regor highlands). Also its plateu logic working strange (on regor highlands it never dropped three mex expansions with civs but dropped 1 mex hills).
I think it ecoes too much maybe? On some maps it's ok but on some it snowballs quite bad.
Skill issue
@tomma Thanks for the feedback and for labeling the replays, I'll have a look to see what adjustments can be made
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
Various mostly unrelated changes based on replays provided:
Acknowledgements
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
Could you add support for foreign engineering units (units sharing)? Now, as far as I understand, buildings and experimental units are built сonsidering of GetFactionIndex
@art-wiedzmin If you're talking about e.g. a Cybran teammate giving engineers to a Seraphim M27AI, and having the Seraphim M27AI build cybran experimentals, this is already supported. E.g. if you spawn in M27AI in sandbox, give it a paragon, and a bunch of T3 engineers from a different faction, it should build an experimental with that faction's engineers (so if you gave it Cybran T3 engineers and it had no other T3 engineers, I'd expect it to start on a monkeylord).
There are a couple of bits of logic that will be affected by the base faction (e.g. when deciding what type of experimental to build it will be assuming it has engineers of its base faction so its decision might be different to if its base faction aligned with those engineers, while some parts of the logic like building hives will also be faction index dependent) but this shouldnt prevent it from building any experimentals of the gifted faction.
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
V44 Update:
First part of planned improvements to teamwork (released early due to a hotfix for a rally point bug in v43):
Acknowledgements:
Relent0r - highlighting error message
Radde - replays showing strange decisions by m27 which were caused by the rally point bug
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
Latest changes (v45 summary)
This update's main focus was on teamwork although I also got sidetracked into improving PD placement logic.
Acknowledgements:
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
Greetings
I've tried playing several maps with the latest updated, however it keeps crashing around the 5 minute mark. I disabled all other mods , it still crashed , changed maps still crashed. If you need more infomation let me know. I've not familiar with how feedback is given here.
I did see someone else managed to upload their game log, how IDK.
@savinguptobebrok Could you give me a couple of the replay IDs where the crash happens? (the earlier on the crash happens the 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
Here is the one with no mods (Uveso & m27 only)
https://replay.faforever.com/17705860
If you want the game log or crash log let me know.
Thanks, looking into it further for some reason v45 was only compatible with the FAF develop version of FAF (hence why my pre-release testing didnt pick up any issues as it was all using FAF develop). I've uploaded v46 that reverts it back to v44, and will either upload a new version if I figure out the cause of the incompatibility, or wait for the current FAF develop changes to be incorporated.
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