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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    M28AI Devlog (v302)

    Scheduled Pinned Locked Moved AI development
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    • M Offline
      MrPhalanx
      last edited by

      I want to make clear the CZAR problem, I looked into it, when it opens up it still can fire an air unit, that's not a problem, the problem is, when your AI builds it, it AUTOMATICALLY FORCE ATTACK GROUND, so because of this, the unit cannot attack anything other land. Sorian AI has no problems using it properly.

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

        I've not been able to reproduce the Czar issue you mention (even if I activate the total mayhem mod since you mentioned that in your reply), but from the description it sounds like it's broadly working as intended since it's meant to be used to attack ground units rather than air units. So while it might not be optimal (re there being some scenarios where its AA abilities would be good), the difficulty with reproducing it coupled with then the difficulty in having logic that figures out if it wants to have its air to ground attack active vs its AA attack active means it's unlikely to change.

        I've fixed the bug with the kennel not upgrading though (will be in the next release).

        M28 should build T1 experimental base defences, but I've no plans to have it build other T1 experimental units (e.g. tanks etc.) as M28 is setup on the assumption that engineers can only access experimentals at the T3/experimental stage (not T1-T2) so it'd be non-trivialto add and I'm not clear that it'd have a significant competitive benefit that would justify the extensive recoding required (compared with just getting T2 land or more T1 non-experimental units).

        M27AI and M28AI developer:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

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

          v131 Update
          28 changes and fixes, including:

          • 8 adjustments for when M28 hits the unit cap, primarily focused on when ctrl-king its T2 units is not enough
          • Reduced M28's tendancy to overbuild aircraft carriers
          • Engineers should no longer suicide into enemies firing at them that it lacks radar coverage of
          • 9 LOUD specific changes (including adding a workaround to allow prioritisation of fatboys) and 1 steam change (fixing a bug with T2 kennels not being upgradable)

          Acknowledgements:

          • MrPhalanx – Mentioning T2 kennels couldn’t be upgraded in steam
          • RD – Bitterwind Crag, Elephant Rock and Mellow Shallows replays against v1.29
          • Vortex – Replay vs 1.30

          M27AI and M28AI developer:
          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
          https://forum.faforever.com/topic/5331/m28ai-devlog-v294
          M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

          1 Reply Last reply Reply Quote 5
          • maudlin27M Offline
            maudlin27
            last edited by

            v132 Update
            21 changes, including:

            • Gunships should group together better, and take into account how successful they've been in the game with engagements when deciding whether to attack
            • Fixed some issues with transports that would e.g. prevent them dropping early when dying to inties
            • Reduced tendancy to build more factories late-game
            • 10 LOUD related changes, including reviewing/tweaking various LOUD focused PRs from Azraeel (covering building more T3 PD, bombers, ecoing more, and changes to unit prioritisations)

            Acknowledgements:

            • Azraeel - Various pull requests

            M27AI and M28AI developer:
            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
            https://forum.faforever.com/topic/5331/m28ai-devlog-v294
            M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

            1 Reply Last reply Reply Quote 4
            • M Offline
              MrPhalanx
              last edited by

              Thanks anyway, I check the Ai again ..

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

                v133 Hotfix - Summary
                11 Changes and fixes, including:

                • M28 should no longer try and protect a friendly teammate's core base afer the teammate has been killed and their base destroyed
                • Changed how M28 prioitises which zones to request units/give them orders, to take into account enemy buildings (in theory making it slightly more likely to attack undefended enemy mexes over defending a friendly location)
                • Fixed a bug introduced in the last version for managing gunships that could sometimes break their logic
                • 7 LOUD specific changes, including supporting factory enhancements, and updating the ACU threat assessment to take into account the ACU health and to account for the massively higher mass cost given to it in the blueprint (10k, which is almost 200 t1 tanks)

                Acknowledgements

                • Vortex - several LOUD replays

                M27AI and M28AI developer:
                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                1 Reply Last reply Reply Quote 3
                • 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:
                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                  https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                  M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                  1 Reply Last reply Reply Quote 3
                  • maudlin27M Offline
                    maudlin27
                    last edited by maudlin27

                    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

                    v137 - Hotfix for a LOUD specific bug

                    M27AI and M28AI developer:
                    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                    https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                    M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                    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 ​​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 😉

                      auch mal fünf gerade sein lassen

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

                        @saver Anything like that I’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:
                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

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

                          @maudlin27 Hi and thank you for your quick response. Unfortunately I don't have a replay right now. However, I could see it quite often in map like seton. If I have a good example, I'll be happy to pass it on. However, I play with my unit mod. and hope it's okay for you too.

                          auch mal fünf gerade sein lassen

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

                            v138 Update
                            13 changes, including:

                            • Units should try and take evasive action from a nuke missile they can see approaching them
                            • Fixed an issue that could cause far too many land scouts to be built
                            • Adjusted when M28 builds factories and power generators to try and reduce cases where it can overflow mass
                            • Fixed an issue with if M28 was given control of allies in Fort Clarke Assault it would take control of the starting Ahwassas once the cutscene ended
                            • 2 LOUD specific changes, including a workaround for the lack of an amphibious category for engineeres and ACUs

                            Acknowledgements

                            • Hypoxic – Highlighting an error with fort Clarke
                            • Vortex – Replay vs M28 that highlighted a few issues with M28 (overflowing resources, overbuilding land scouts, and some other smaller points)
                            • RD - Replay

                            M27AI and M28AI developer:
                            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                            https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                            M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                            1 Reply Last reply Reply Quote 4
                            • maudlin27M Offline
                              maudlin27
                              last edited by maudlin27

                              v139 Update
                              Introducing AI variants (something I've wanted to do from back when I was working on M27 but which kept being put off for more immediate/easier changes):

                              • M28 Adaptive - Standard M28AI - will do what it thinks is best for the situation

                              • M28 Air - Focuses mostly on air units with minimal land units

                              • M28 Land - Focuses mostly on land units with minimal air units

                              • M28 Rush - Similar to M28 land but tries harder to win without getting higher tech factories

                              • M28 Tech - tries to get away with fewer factories and more aggressive tech upgrades

                              • M28 Turtle - Relies far more on PD and T2 arti to stop enemy attacks in the T1-early T3 stage, although will still build a modest land and air force

                              • 4 other small changes, mostly relating to trying to make M28 build a greater variety of experimentals once it gets a paragon (in case the opponent can keep up with its GC spam without suffering much damage)

                              I expect the AI variants will need various tweaks over time so let me know if they do anything that seems odd given their described focus. They'll also still use units the same as M28AI, i.e. the main change with the variants is to what they build, not how they use the units they build.

                              M27AI and M28AI developer:
                              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                              https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                              M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                              1 Reply Last reply Reply Quote 4
                              • M Offline
                                MrPhalanx
                                last edited by

                                Hi , another problem about the UEF T3 Kennel (Eng. Station). It now properly upgrades from T2 without any issue, but the auto-assist range STILL retains its T2 range(it shows how the T3 range should be, but the drones only autoassist when the thing what needs to be assisted is in around the T2 Kennel range, can you look into it?
                                Thx: Mr. P.

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

                                  @MrPhalanx What are you playing on (e.g. is this still steam?), and have you tested with no mods other than M28AI, and then without M28AI (i.e. no mods), and confirmed that the auto-assist range is lower only when M28AI is enabled?

                                  I can't think of anything obvious M28AI does that would impact such behaviour as it doesn't make changes to the kennel unit (other than UI related changes relating to the addition of the shared armies UI button, but I wouldn't expect a UI button to change auto-assist ranges)

                                  M27AI and M28AI developer:
                                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                  https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                  M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                  1 Reply Last reply Reply Quote 0
                                  • M Offline
                                    MrPhalanx
                                    last edited by

                                    Yeah Its still on Steam, then the only thing I can think about is some of the mods are changed it. I need to look into it, but I'm not exactly a pro in this field, just like to dabble here and there.

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

                                      v140 Update
                                      9 changes, including:

                                      • New M28 Random option - it will pick from one of the AI personalities (other than M28Easy) at the start of the game.
                                      • Fixed several bugs introduced in the last update relating to factories deciding what to build.
                                      • T3 mobile shields should be used similarly to shield boats when on water
                                      • M28Air should no longer rush an experimental as quickly as other M28AI (since it'd try rushing an air experimental, before it had even built asfs, in some cases)

                                      Acknowledgements

                                      • Azraeel - LOUD replay
                                      • Vortex - LOUD replay and mentioning a potential M28 bug with player TMLs being paused

                                      M27AI and M28AI developer:
                                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                      https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                      M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                      1 Reply Last reply Reply Quote 4
                                      • maudlin27M Offline
                                        maudlin27
                                        last edited by

                                        v141 Update
                                        New M28Navy variant, which looks to get more naval units, including naval experimentals, at the expense of its land and air force.

                                        4 other changes, including:

                                        • Fixing a bug when deciding what experimental to build
                                        • Atlantis shouldn't submerge if navy is won
                                        • Non-amphibious naval units (such as destroyers) should switch to attack-move when retreating and close to their destination, so they are less likely to turn their backs on an enemy that's attacking a nearby naval factory

                                        Acknowledgements

                                        • Vortex - LOUD replay from v139

                                        M27AI and M28AI developer:
                                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                        M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                        1 Reply Last reply Reply Quote 4
                                        • maudlin27M Offline
                                          maudlin27
                                          last edited by

                                          v142 Update
                                          Smaller update fixing a few bugs:

                                          • Fixed an error with one of M28’s land factory builders that could prevent land factories building.
                                          • T1-T2 engineers should no longer be built at a core base when close to the unit cap with T3 engineers available.
                                          • Reduced the amount of T2 arti to be built in respect of a far away enemy threat (such as a fatboy) if we have a significantly stronger mobile force than the enemy.
                                          • Fixed a bug that meant M28’s logic for prioritising production due to the enemy having a greater mobile ground threat wasn’t working.
                                          • Fixed errors that could arise when M28 tried assisting a naval factory in a water zone with no naval factory.

                                          Acknowledgements

                                          • Fearghal - Replay that prompted majority of the above changes

                                          M27AI and M28AI developer:
                                          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                          https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                          M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                          1 Reply Last reply Reply Quote 4
                                          • maudlin27M Offline
                                            maudlin27
                                            last edited by

                                            v143 Update

                                            • Mexes built in another player's core base should be more likely to be gifted over even if they're closer to M28 than that other player (e.g. maps like advanced pass)
                                            • Units should be less likely to engage long ranged threats/firebases
                                            • M28's shared armies UI button can be hidden via the game options
                                            • Fewer T1 arti should be built in response to T1 PD and at the early T2 stage
                                            • Fixed a bug and added a redundancy to M28's asf hover-micro

                                            Acknowledgements

                                            • Wingflier – LOUD replay
                                            • Zeotile – noticing the M28 mod description doesn’t reflect that it’s compatible with LOUD or steam
                                            • Rhaelya – 2 replays fighting M28 on open palms, and highlighting the overbuilding of T1 arti

                                            M27AI and M28AI developer:
                                            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                                            https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                                            M28 trophy holders: Radde, Yew (Radde trophy, v285) and Zwaffel (Sladow trophy, v284)

                                            1 Reply Last reply Reply Quote 2

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