@ender06 said in M28AI Devlog (v39):
20908740
Thanks! I forgot to check the replay ahead of the v40 release but will make a note to review for the next release to see if it was working as intended.
@ender06 said in M28AI Devlog (v39):
20908740
Thanks! I forgot to check the replay ahead of the v40 release but will make a note to review for the next release to see if it was working as intended.
M27AI and M28AI developer; Devlogs and more general AI development guide:
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https://forum.faforever.com/topic/5331/m28ai-devlog-v112
v40 Release
Introduced new naval 'raiding' logic (to help with very large water maps so that full naval control isnt needed to try and attack enemy land buildings), improved t1 bomber logic, and various other changes
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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I had to watch that just to witness greatness. Looks like the reissuing of commands to the acu got him killed.
@relentless I'd suggested 1.6 as the modifier I thought would beat Sladow on that map, and being a boss Sladow did 1.7 instead and crushed!
Although there were plenty of improvements from a BO perspective the ACU I didn't really change due to the likelihood of the benefits outweighing the costs in other situations - from its perspective, it had a better gun than the enemy ACU, was full health, the enemy ACU was damaged, M28's ACU was on its 'side' of the map, had friendly tanks and PD relatively nearby, the enemy only had access to T1 and no significant bomber/gunship threat, it recognised there was enough danger that it should try and run, and it picked a location that was both away from the enemy and would've ultimately brought it closer to friendly PD (although the latter is more by coincidence than by plan). I.e. one of those scenarios where a split second judgement from a human is likely to give a much better result than the AI since the issue was more having the ACU in a place where it could easily die due to being too far from potential support.
One of the changes I made though was to make tanks no longer abandon the ACU to its fate (the c.3 blazes that were nearby ran when they saw the enemy army instead of fighting to give the ACU more of a chance) but even with this change the ACU would've likely died (it ended up sub-100 health on the desynced replay).
However the BO stuff was embarassing for me with it all largely caused by the early air fac upgrade - the early upgrade meant it didn't have enough engineers (so had little power and didn't even get mexes near the base), and it quickly stalled energy and overflowed mass - I'd hoped for much better of M28 on that side of things!
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v41 Update
Main new feature is laying the groundwork for M28 to take over campaign AI (i.e. allies and enemies), although this is still in the very early stages
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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https://forum.faforever.com/topic/5331/m28ai-devlog-v112
v42 Update
Most changes related to improving M28 as a hostile AI for campaign missions.
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v43 Update
21 fixes and adjustments based on replays, including:
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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Hello Maudlin,
your AI is really overwhelmingly good. Now the BUT ^^ During the course of the battle, the Sorian AI always hindered the build-up with various landing troops and surprised a careless player who only had the front in view. Could you maybe in your AI? also integrate more landing troops? Thanks for your great work so far.
I'm assuming you mean transport drops? It's down on my list as a possible longer term point but transport logic is very painful to code (just getting it to work for engineers has taken a lot of work) and it requires a lot of judgement so can be tough to get right (i.e. the main benefit of it would be scenarios where gunships or bombers wouldn't work (e.g. well defended with AA), ground units would work (no enemy ground units/PD), but which isn't on the front lines where ground units would be going anyway, and which has an AA free nearby location to drop at).
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v44 Update
Acknowledgements
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https://forum.faforever.com/topic/5331/m28ai-devlog-v112
v45 update
Continuing the trend of small (and therefore more frequent) updates, this update is based on two replays, fixing issues with where units retreat to, and some naval related changes
Acknowledgements
M27AI and M28AI developer; Devlogs and more general AI development guide:
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v46 update
Acknowledgements
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v47 Update
Support for UEF M5-6 and FAF M1, amongst other changes.
Acknowledgements
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v48 mini update
Acknowledgments
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v49 Update
41 changes and fixes mostly relating to support for FA campaign missions 2-4.
Acknowledgements
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v50 Update
45 changes and fixes, including:
Acknowledgements
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v51 Hotfix
Acknowledgements
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@freemanitsnothe
Replays within a couple of days of an update showing M28 being beaten are usually useful, particularly if it's against an AiX version (since against 1.0 a decent player can just outplay it). Naval focused games are also likely to be more useful than land based since I get much fewer replays on naval based games (so M28 is likely to be worse at naval combat than it is at land combat).
If you've got coding experience then one issue I'm currently struggling with is figuring out the cause of the high memory usage for M28 and more generally for the default FAF AI - it's both higher than expected, and growing over time more than expected, and can cause the game to crash if it goes over 2GB (which is more likely on larger maps with lots of unit mods). More information is on the AI development discord if it was something you wanted to look at.
M27AI and M28AI developer; Devlogs and more general AI development guide:
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https://forum.faforever.com/topic/5331/m28ai-devlog-v112
v52 Hotfix
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-v112