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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!

    AI Development Guide and M27AI v81 Devlog

    Scheduled Pinned Locked Moved AI development
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    • T Offline
      thewatcheral
      last edited by thewatcheral

      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

      T 1 Reply Last reply Reply Quote 0
      • JipJ Online
        Jip
        last edited by

        BlackOps on its own is unstable at the moment

        A work of art is never finished, merely abandoned

        T 1 Reply Last reply Reply Quote 0
        • T Offline
          thewatcheral @Jip
          last edited by

          @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.

          maudlin27M 1 Reply Last reply Reply Quote 0
          • JipJ Online
            Jip
            last edited by

            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

            T 1 Reply Last reply Reply Quote 0
            • T Offline
              thewatcheral @Jip
              last edited by

              @jip Thanks, sounds great 🙂

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

                @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)

                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-v241

                1 Reply Last reply Reply Quote 0
                • T Offline
                  thewatcheral @thewatcheral
                  last edited by thewatcheral

                  @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

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

                    @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.

                    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-v241

                    1 Reply Last reply Reply Quote 0
                    • veteranasheV Offline
                      veteranashe
                      last edited by

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

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

                        @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

                        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-v241

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

                          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.

                          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-v241

                          1 Reply Last reply Reply Quote 1
                          • veteranasheV Offline
                            veteranashe
                            last edited by

                            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.

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

                              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.

                              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-v241

                              1 Reply Last reply Reply Quote 1
                              • L Offline
                                Laso
                                last edited by

                                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

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

                                  @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)

                                  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-v241

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

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

                                    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-v241

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

                                      v74 Update
                                      Minor bugfixes that I noticed when I was testing M28 against M27 (relating to the FAF mobile factory change and the Aeon gun upgrade change)

                                      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-v241

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                                      • maudlin27M Offline
                                        maudlin27
                                        last edited by

                                        v75-76 updates

                                        • v75 - AI ratings support added
                                        • v76 - Fixed an issue with M27 tracking weapon fire events (to support a relocation of the underlying code in FAF that took place last summer)
                                        • v76 - Fixed the warning message given to allies when a nuke launcher is detected, so instead of saying "M27OverseerEnemyNukeLaunchers" detected, it will now give the name of the unit.

                                        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-v241

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

                                          v77-78 updates

                                          • v77 - Fixed a bug caused by a change in category in the paragon
                                          • v78 - Fixed a rare bug that could break M27's engineer logic

                                          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-v241

                                          1 Reply Last reply Reply Quote 2
                                          • R Offline
                                            Resin_Smoker
                                            last edited by

                                            So any advice (or examples) on setting up custom units to be used by the AI, as I'm sure this has changed since I was last around.

                                            Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                            Unit Thrower https://youtu.be/iV8YBXVxxeI
                                            Beam Tentacle https://youtu.be/le5SNwHvC4c
                                            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

                                            maudlin27M 1 Reply Last reply Reply Quote 0
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