AI Development Guide and M27AI v74 Devlog

Could you send me replay IDs with timestamps, one for when it gets hit with the torp bomber, cancels the upgrade, then starts again, and the other for when it's in the yellow water?
No guarantees when I'll look at it as my focus at the moment is on M28 but if/when I do another update for M27 it'll be on my list to consider if there's an easy fix

In the menatime another thing to try is having an Aeon M28 ally, since it should try and support the ACU with mobile AA and shields once it gets to T2 land

I will need to go through all the replays, i played this map like 1000 times in last weeks. But few newer instances of similar behavior:

#20303980 -> My team m8 goes to attack enemy island completely unprotected, has a good run but dies soon, like minute 16. Maybe its just me but when i detect torp bomber and im in the water unprotected, i drop everything and run to my home base.

#20316554 -> A game i just played where i switched positions. My team m8 simply wont get back into base even when he alarms me that they have T3 air, hes walking far from base completely unprotected like the game just started. And just when he finaly gets back to base and survives all torp bombers, i see enemy commander in the middle of the map, unprotected. It was time when i had a bug flying, which means a pro could have 3 spiders prolly. I dont know, maybe thats how ur supposed to play ? I just stick to my base, hoping for game to last as long as it can and have some fun. U can see i got angry cause the blue enemy basicaly ruined the game by doing suicide before the game even really started.

Playing against M27 is hard because he assaults you with commander early. But i still think after a certain period he should call it a day and go somewhere safe.

And again .. i think i will have to focus on keeping the ally's commander alive because this is just insane. But i dont understand why enemy commander is smarter most of the time. Hes on an island under the shields. My ally just walks in the water with zero defence, its like he wants to die.

#20319118

I hope this is one of the correct locations to post bugs

Challenging Ai but seems to break and crash when used with BlackOps units. Any chance you could update the Ai to be compatible with these unit packs?

Faf Client 2023.6.1
Total Mayhem - Burnie - v 137
BlackOps FAF Unleashed - Uveso - v 23
BlackOps FAF EXUnits - Uveso - v 21
BlackOps FAF ACUs - Uveso - v 19

Replay ID
https://replay.faforever.com/20336438 - Real Game

https://replay.faforever.com/20341841 - Solo Test Game

Thanks

BlackOps on its own is unstable at the moment

A work of art is never finished, merely abandoned

@jip
Whats odd is that All three of those BlackOps mods work just fine with other Ai's, base game Ai's, and in PVP. Its currently the M27Ai that seems to brake those units. They glide instead of walking, and you can hear them fire but no animation or "bullet" is then animated or spawned.

Im not sure how this Ai is interacting with the units that is causing this and hopefully it can be addressed because my small group of FAF playing friends love the difficulty of this Ai but also want to continue using the BlackOps units.

I haven't had the time to debug BlackOps yet, I'll post here more when I do

A work of art is never finished, merely abandoned

@jip Thanks, sounds great 🙂

@thewatcheral could you give an example replay ID and the time that the issue with weapons not working happens? From the issues you’ve described I’d expect the log to be filled with certain types of error message (not the normal M27Error and M27Warning ‘handled error’ messages that M27 produces)

@thewatcheral said in AI Development Guide and M27AI v71 Devlog:

Replay ID
https://replay.faforever.com/20336438 - Real Game - Base: Blue and Pink Units: T3 and T3 experimentals, most all experimentals from all tears after that
game_20336438.log
https://replay.faforever.com/20341841 - Solo Test Game - Time: 20min Base: Blue First Unit to show broken: Goliath Mk II
game_20341841.log
Thanks

Hope this helps

@thewatcheral Thanks, the replay desynced for me but the log you posted was a bit different to what I was expecting and looks likely to be something specific to BlackOps (based both on the logs and Jip's comment/other reports). I'll wait for now and if the blackops is updated to fix the separate issues I can look again if there's still an incompatibility with M27AI.

Hey I did some low mex games including a flat 1 mex and the ai seems to really struggle.

@veteranashe Yes to work effectively on 1 mex style maps would essentially require the disabling of most of M27's logic and use of a very prescriptive build order, and might not be that fun either (as I'd probably go for the T2 bomber rush tactic rather than the 'carefully eco into mass fab farms/RAS SACU' approach). I did have it down as a possible future goal but with my focus on M28 now I think it's unlikely that M27 will focus on that (in part as well because until now no-one had ever commented on it).

I'll note it down as a possible thing for M28 to look at though as one of my aims is for it to generally be much more compatible than M27

v72 mini-update

  • Fixed AiX modifiers not applying to M27
  • Team messages warning about units such as enemy T3 arti should no longer trigger from friendly fire
  • Reworked brain setup to align with new FAF approach from June re aibrain classes
  • Fixed bug preventing upgrades beyond a gun upgrade being obtained, and added support for the new Cybran nano and aron extra range upgrades

Thanks to Ice-IX who flagged that AiX modifiers weren't working for M27, and someone else (forgot to note down who) highlighting the T3 arti detected message issue for friendly fire.

I missed your reply, I was just more curious if, you think, there would be some gain by having the ai count the mexes in the map and then use that to change build order and tactics.

v73 update
Mini-update - fixed incompatibility with M28 (that could break M28 if they were both in the same game), and updated some hardcoded values on energy storage to reflect the recent FAF balance changes requiring more energy for overcharge.

Hi, i played a game with M27. He builded some satellites and fired at my T3 arty. The satellites did damage to all schields and not only to the one it hits. it would be nice to take a look.
https://replay.faforever.com/20797133

@laso If the shields overlap then that's a FAF game balance feature - when 1 shield takes damage, any overlaping shield takes a percentage of the damage (around 10% I think)

@veteranashe While it's still far weaker than a human, the latest version of M28 (v32) should do better on 1 mex maps