M28AI Devlog (v201)
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v195 Update
8 changes, including:- Strat bombers should switch to trying to hover-bomb if they fail to launch their bomb normally (e.g. due to cliffs), and should no longer target scouts and LABs
- Fixed a bug with TMD being built (and over-built) for T1 PD
- Adjustments and fixes to ACU retreat logic so it should be more likely to run when in trouble, but also a bit more aggressive when near its base
Acknowledgements
- Chucups - Replay where M28 suicided 2 ACUs into T2 PD
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v196 Update
11 changes, including:- Fixed a rare crash
- Further tweaks to AI personalities so e.g. M28Air should delay T2 land until it has T3 air in certain cases
- Slight adjustment to MAA so they should stay a bit further away from enemy tanks.
- 3 mod specific changes, involving some redundancies for cases in LOUD where a mex died just after an upgrade was started (causing M28 to never build on the mex again), and a fix so units with built in TMD should no longer get free veterancy intercepting enemy missiles in steam/LOUD/QUIET.
Acknowledgements
- Nomander - Helping fix a bug in M28 that caused a crash
- Tematus - Replay with a bug where M28 didn't rebuild mexes that were destroyed
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Hello maudlin27,
I noticed that your AI in the control support function influences the Scry ability of the Eye of Rhianne in such a way that the player cannot control the eye himself even if the M28 support function is deactivated. https://replay.faforever.com/24285869
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@Saver Thanks, hopefully should be sorted now but let me know if you have any issues
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v197 Update
19 changes, including:- Various niche bugfixes
- Various changes relating to overflowing mass due to the unit cap, including reater use of quantum gateways and SACUs, getting SACU build power upgrades more commonly, ctrl-king T3 land and air factories if there are loads of them, and being more likely to build game-enders if lots of mass is stored
- Fixed a bug where disabling unit prioritisation would lead M28 to always build game-ender templates, and could e.g. cause it to build the same unit on repeat
- Hopefully fixed a bug where enabling shared armies mode in game settings would lead to M28 taking control of the Eye of Rihanne regardless of if M28 had been enabled on the unit
- 5 mod specific changes (relating to experimentals with no direct fire attack; t3 bombers firing salvos; and building paragon-like units for non-aeon factions)
Acknowledgements
- Saver - Noting eye of rihanne issue
- Vortex and Azraeel – Replay with various error messages relating to M28
- Wingflier – Replay where M28 failed to build a paragon/equivalent
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v198 Update
6 changes, including:- Improved logic and bugfix relating to M28's choice of island to drop so it is more likely to drop large mex islands
- Fixed a bug with calculating enemy air threats that would lead to subs running from inties
- M28 should no longer go 3rd land on naval maps in a 1v1
Acknowledgements
- zwaffel - 1v1 replay against v194 M28
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v199-200 Updates
12 changes, including:- Strat bombers should no longer target t1 units
- New logic for strat bombers early on to target enemy mexes and power
- Improved TMD defence against multiple enemy TML
Acknowledgements
- Azraeel – Mentioning that M28 planned bomber changes were giving strange results
- Fearghal – Noticing tooltip errors for M28, and M28 not working on swamp land city
- Chucups - Replay where M28 lost to large numbers of TML
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We were talking about AI in our games last night and something that came up is that none of the AI know how to play PhantomX. Is this something that you think would be possible in the future? I imagine the simple part is teaching an AI that they need to break if they're the Phantom, but more complex is simulating how they would come to decide who the other phantoms are and who are the innocents.
Just a fun thought. Played a few games with M28 though and watching it kite me out is infuriating. Great job. lol
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@Doompants I can't think of a straightforward way of making it work. I've not played phantom but my understanding is that every player is hostile, but that 1 is the 'phantom' with a bonus to resources, and you win if you kill them;
in which case the more straightforward options for the AI are either it treats everyone as hostile (which is what I'd expect to happen if you can attack other players), or it ignores units that aren't those of the phantom (which would presumbly make it fairly easy to tell who is the phantom, and also lead to it suiciding units into other players). -
v201 Update
9 changes, mostly based on yesterday's rainbow cup games, including:- Improved early T1 bomber so the ACU is less likely to build the air factory ontop of itself, and the bomber is more likely to try killing other engineers even when low health
- If the nearest enemy base is killed but their ACU escapes, M28 should reassess where the nearest enemy base is
- Land experimentals should be more cautious based on the enemy's global air threat, even if it doesnt detect any nearby air threat
- Made the temporary map-wide vision at the start of the game (to tell the AI where civilians are) take place earlier and for less time, so human teammates should no longer get to see if an opponent is going first air.
- MAA should be more likely to take into account enemy tanks that are in an adjacent zone and almost in range of them (so less likely to suicide into them).
Acknowledgements
- Fearghal - Organising and funding the Rainbow Cup Tournament VIII