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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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    • 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

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        • 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

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                  • 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
                            • maudlin27M Offline
                              maudlin27 @Resin_Smoker
                              last edited by

                              @Resin_Smoker Enable the mod with the custom units.

                              I.E. M27 and M28 should automatically make use of custom modded units, provided the categorisation of the custom unit blueprint aligns with a category M27/M28 is trying to build (the majority of the time I’d expect it to). You could use unit restrictions to disable default versions of units to make it more likely it picks the modded version instead but M28 will handle unit restrictions 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-v241

                              R 1 Reply Last reply Reply Quote 0
                              • R Offline
                                Resin_Smoker @maudlin27
                                last edited by

                                @maudlin27 So just the unit categories is all that's needed... nice!

                                Now if someone could fix the custom unit icons so they work without having to copied into every factions folder that would be sweet.

                                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

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

                                  Just a note that if you want to play M27 you'll need to play it on FAF Develop, as the last FAF release broke certain AI functionality and means M27 won't work. This should be fixed in the next FAF release.

                                  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
                                  • D Offline
                                    Devyatyi9
                                    last edited by Devyatyi9

                                    i have a game crash with mod M27AI or M28AI
                                    https://pastebin.com/T9hZyXY0

                                    warning: (xsc9011) has no death weapon or the death weapon has an incorrect label!
                                    warning: defaultunits.lua OnImpact: did not find a deathWep on the plane! Is the weapon defined in the blueprint? xsc9011
                                    warning: Unable to load texture: c:\programdata\faforever\gamedata\units.nx2\units\urb2302\urb2302_specteam.dds
                                    
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                                    • maudlin27M Offline
                                      maudlin27
                                      last edited by

                                      Not clear that it's M28 that's causing it, the mod list looks like it is quite long:
                                      info: MOD LIST SET TO:
                                      info: RNGAI (faf0863e-4c91-4bc0-ac2d-20e3f69432d5)
                                      info: AI-Swarm (a13ac591-b2d9-4d94-0285-3d4b3cce6b97)
                                      info: AllFactionsFixed (58c232c2-f7e8-4256-8892-85fbb9687a69)
                                      info: AI-Uveso (62e2j64a-AIUV-112-89465-146as555a8u3)
                                      info: M27AI (f27c55b4-v078-55b4-92b6-64398e75e23f)
                                      info: OOF ACU Death Sound (BBEFBDF1-3C21-4CD6-89EE-86EA42218C0C)
                                      info: Redux Strategic Icons Small (redux-icons-small-01)
                                      info: M28AI (fnewm028-v115-55b4-92b6-64398e7ge43f)

                                      This error appears a lot at the end of the log:
                                      warning: Unable to load texture: c:\programdata\faforever\gamedata\units.nx2\units\urb2302\urb2302_specteam.dds
                                      So it could be a graphical issue.

                                      My suggestion would be to turn off as many mods as possible and see if you still get the error, and also post that error/link to the log on the technical support forum in discord (or here) to see if anyone else has an idea what the issue would be.

                                      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

                                        v79 Update
                                        After one of the Rainbow Cup games on Adaptive Flooded Tabula Rasa where one of the M27 ACUs thought it could walk to another plateau (and ended up getting stuck underwater while its base was destroyed) I've updated M27 to make use of FAF's navigational mesh. Unlike M28 (which was ddesigned from the ground up with use of this navigational mesh in mind) M27's use of it is limited and also has the risk of unforseen issues, but my hope is that it ends up being slightly faster and a bit more accurate than M27's previous approach.

                                        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

                                          v80 Update
                                          Fixed a bug from v79 that caused M27 to no longer build navy

                                          Acknowledgements

                                          • Relent0r - highlighting that M27 wasn't building navy on a naval map

                                          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
                                          • maudlin27M Offline
                                            maudlin27
                                            last edited by

                                            v81 Update
                                            Fixed another bug from the navigational mesh changes which resulted in M27's initial build order being messed up (with the ACU not building any mexes)

                                            Acknowledgements

                                            • Relent0r - Noticing M27's early game performance was significantly weaker than before

                                            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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