@melanol said in M28AI Devlog (v75):
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Well, everything is clear here. AI saw that there was too weak protection and decided to improve it)))
@melanol said in M28AI Devlog (v75):
к
Well, everything is clear here. AI saw that there was too weak protection and decided to improve it)))
v76 Update
Very small update, essentially because I don't think I've got time for more substantial changes ahead of the Rainbow Cup and want this released a few days ahead just in case I've accidently broken something.
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-v130
Hi maudlin, I have a question about the campaign function. Is it also possible to activate your easy version for the opponent? Also, a little info, I have created a mod for submarines that increases the diving depth, so that they can only be hit by projectiles with a damage range of over 2. This was more of a player's wish. Thank you for your work, M28 is great.
Hi Maudlin; we have another issue with a total simulation freeze while playing against the most recent M28AI. Here is a replay that reproduces the issue: https://replay.faforever.com/21934024
@sparky222b Thanks for the replay, it looks like the game ran out of memory based on the crash report - for future reference you can enable this in the settings (and then check the results in the log created by the game in C:\Users[username]\AppData\Roaming\Forged Alliance Forever\logs):
This can happen when the game goes over 2GB (which can be viewed via taskmanager). Some of the solutions I'd normally suggest (lower unit cap, only 1 AI to reduce unit variety) were already done so the only other suggestions would be to limit the unit mods used, pick a non-naval map, and/or pick a smaller map. Jip's also been looking at memory usage and IIRC may have uncovered an issue with how the game handles guard orders that has a higher memory footprint, so my hope is that in time (i.e. a number of months) the situation might improve slightly.
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-v130
v77 Update (RC update)
Update based on the first weekend of the Rainbow Cup, featuring 43 fixes tweaks and new features. A full list of changes is included in the devlog, and I've summarised the potentially more impactful ones below.
A caveat for people taking part in the Rainbow cup - although I would hope that M28 reflects the below changes in-game, as with any update there's the risk of bugs and no guarantee M28's behaviour will work as expected.
Summary of changes
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-v130
@maudlin27 Wow - I had no idea there was a hard 2GB memory limit. Is that a hard limit baked in to the FA executable? We'll try to reduce the scale of the fray to stay shy of it. Thanks for the info.
@sparky222b I think it used to be a hard limit, after changes made by Jip in theory it can support higher amounts (e.g. 4gb), but with AI it seems like as soon as it goes above 2gb the chance of a memory related error/crash is high even after that 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-v130
v78 Hotfix
Hotfix for a couple of bugs I noticed (given the upcoming RC finals), the main one of impact relates to fixing an issue with UEF late-game:
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-v130
We still love your M28 more than any other MODS out there
The last two updates are very good, CPU performance was the last big issue for larger maps
Just want to thank you for your hard work
v79 Update
Another Rainbow Cup focused update, with 25 fixes and other tweaks. More significant points include:
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-v130
@maudlin27 2ae3607c-6477-43fc-9201-9ebfc3086193-game_22033773.7z Hi, today I was playing relaxed with a friend using your easy version. Unfortunately, at the end of the game your AI flooded the logs with data. Maybe. the log file helps
@saver Thanks, yes I'll be able to have that fixed for the next 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-v130
@maudlin27 A quick question. I tried playing 20x20km Voodoo castle with 5x M28's with all units enabled. For some reason the game was pausing every few seconds from like minute 2 onwards, F11 revealed i am behind in data. With air/nuke/t3 arty disabled the game will play normaly, though reduced sim speed from min 30 onwards (expected). Do you think the game should be able to handle this settings normaly or is the map to big ?
I kept playing 1 such game and after like 15 minutes, it crashes, with error message "warning: Error running lua script: out of memory". I attached the .log for you.
Thanks for your work, me and my friend play with M28 all the time and have great fun !
@goblinsly2 Normally I would expect M28 to handle a 20km map with 5 AIs (absent mods), but checking the map I suspect the reason is the large number of cliffs - whenever an air unit flies over them M28 tries to figure out the closest land area to it, which results in a significant strain where there aren't any nearby (both requiring more CPU resources, and more memory usage).
The crash was ultimately due to exceeding the memory, while the stuttering early on was primarily caused by its logic for calculating the zones near a particular air unit.
I'm doubtful I'll be able to make a significant improvement to how M28 handles that map but will have a think if there's anything. Other suggestions which I would expect to help would include:
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-v130
v80 Update
Some (but not all) of the planned changes from the Rainbow Cup finals. Since a number of these changes affect core parts of the land and air unit functionality there's a greater risk of unintended consequences or bugs.
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-v130
@maudlin27 I just played a game on Voodoo Castle with 3x M28's and 2x M27's, accidently not setting any restrictions. Im glad to report the game went through without a single problem, staying at 0 sim speed throughout. I didn't see a lot of air units on my team and was amazed that M28 donated some of them to me. Whether accidental or meant to reduce lag, i loved it, felt like a human player, but spoke english. So far works great.
@goblinsly2 Good to hear, thanks for letting me know.
I'd still suggest trying to only do M28 rather than a mix of M28 and M27 given the memory issues you were having before (i.e. while the v80 changes should have helped to some extent, I only confirmed the cpu performance impact on that map and I didn't measure how much of a beneficial impact they had on memory usage). However, following v80 it's hopefully no longer necessary to apply unit restrictions on that map.
Giving air units is an intented feature for M28 - if it sees you as the more dominant air player compared to itself then it's meant to gift over some of its asfs.
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-v130
@maudlin27 I have a problem that happened to me before on this map. I started a game with only M28 and Uveso selected, i used a saved preset for unit restrictions. When the game starts i get an alert that M27 can be disabled since its not detected. And the M28's dont start building (neither does the game stop when they usualy start collecting map data). Is this a problem on my part ? Attached 2 logs when this happened.
Second thing, you mentioned its normal that M28's donate units. But i dont have the same capability. I cant donate units to AI's, i cant convert them and i cant share resources with them. Which is a bummer if i build paragon for instance. Can i change those settings somehow ?game_22089600.log game_22089573.log