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    M28AI Devlog (v228)

    Scheduled Pinned Locked Moved AI development
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    • maudlin27M
      maudlin27
      last edited by maudlin27

      v186 Update
      9 changes, including:

      • Building T1 engineers on repeat should no longer cause a large group of T3 mobile arti to stay stuck firing at them
      • TMD should be built preemptively for large amounts of PD at the T2 stage
      • Slightly increased the range for experimentals to aggressively go for a nearby enemy ACU

      Acknowledgements

      • Radde - Various replays on Xander against v184 M28

      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-v150

      1 Reply Last reply Reply Quote 3
      • maudlin27M
        maudlin27
        last edited by

        v187 Update
        8 changes, including:

        • Fixed a bug that meant bombers weren't sniping ACUs most of the time
        • M28 should consider sniping enemy ACUs for significantly longer than before
        • T1 PD should only 5 wall pieces built around it (instead of 😎 to save a precious 9 mass...

        Acknowledgements

        • Radde - Several mapgen replays against v186 M28

        Trophy Award
        Radde, GhillieWolf and Mhad - beating 1.4 resource M28 on a 15km land based mapgen

        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-v150

        1 Reply Last reply Reply Quote 4
        • maudlin27M
          maudlin27
          last edited by

          v188 Update
          16 changes, including:

          • Fixed a bug that would break M28's engineer logic if the enemy built T2 arti near M28's base
          • LABs should be more aggressive if the enemy has an exposed unit but nearby combat units.
          • Units should no longer try dodging shots from snoops or spirits
          • Fixed a bug where deceivers would continue to cover an ACU after it's got a stealth/nano upgrade

          Acknowledgements

          • Radde – v186 mapgen and 3 xander replays
          • Vortex – v185 QUIET replay
          • Lohkrim – v187 QUIET replay

          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-v150

          1 Reply Last reply Reply Quote 4
          • maudlin27M
            maudlin27
            last edited by

            v189 Update
            Mini update:

            • Fixed a bug where moles could be given the same order as selens.
            • MMLs should be less likely to move forwards into range of T2 PD
            • Disabled several factory builders for lower tech factories.
            • Fixed a bug with the ACU determining friendly AA threat when in the water.

            Acknowledgements

            • Relent0r - Replay and spotting a bug with moles being given attack move orders

            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-v150

            1 Reply Last reply Reply Quote 4
            • maudlin27M
              maudlin27
              last edited by

              v190 Update
              27 changes, including:

              • Fixed a major bug with M28's air scouts on maps with water
              • Improved ecoing for air slot, and slight more general ecoing adjustments
              • ACUs and mexes should no longer assume they are safe to get an upgrade just because they are in M28's main base
              • Guncom ACUs should be less likely to kite when facing an unupgraded enemy ACU

              Acknowledgements

              • Relent0r – spotting that M28 wasn’t scouting properly on White Fire
              • Vortex – v187 QUIET replay
              • Radde – Various v187 replays on Xander
              • LoneSheep – screenshot showing M28 building sonar in strange places

              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-v150

              1 Reply Last reply Reply Quote 5
              • maudlin27M
                maudlin27
                last edited by

                v191 Update
                15 changes, including:

                • If T3 naval units get stuck they should consider ctrl-king support factories in their way
                • Tempest should now be given orders as though it's a battleship rather than a submarine
                • MMLs should consider firing at stationery enemy MMLs as a high priority

                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-v150

                1 Reply Last reply Reply Quote 3
                • G
                  Gatorized
                  last edited by

                  AI sometimes gives up after initial push.

                  In the image below, I'm teal. AI is adaptive cheating. It led with a respectable initial attack of about 6 monkeylords and 50 or 100 bricks. After that, it hasn't really done anything, just filled up its unit cap with engineers and a few bricks, and making no attempt to take space.

                  It's unclear what causes this behavior. In other games on the same map with the same settings, same faction choices, and same spawn locations, the AI consistently applies pressure throughout the game.

                  To be clear, I've actually been sitting AFK for at least 30 minutes in this game, only checking back in occasionally to see if anything has changed.

                  image.png

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

                    @Gatorized Do you have a replay? I'd expect it to still be building experimentals

                    I'm also assuming you have unit restrictions on preventing things like T3 arti, air units, scathis?

                    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-v150

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

                      v192 Update
                      15 changes, including:

                      • Fixed a bug where M28 would think it had mass to spare when mass stalling in some cases
                      • Various adjustments to how many factories get built for various AI subtypes
                      • Made it more likely factories should be ctrl-k'd when stalling mass
                      • ACUs should be more likely to run when in their main base

                      Acknowledgements

                      • Vortex - a couple of v190 replays on QUIET

                      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-v150

                      1 Reply Last reply Reply Quote 4
                      • maudlin27M
                        maudlin27
                        last edited by maudlin27

                        v193 Update
                        Small update based on an AI vs AI game I ran:

                        • Tweaked the initial build order from land factories and ACUs if the enemy base starts by M28's base (so factories build a few more engineers after the initial labs/tanks, and gets fewer LABs, while the ACU is more likely to stop building and engage an approaching enemy ACU)
                        • ACUs should consider helping out a friendly ACU that is fighting an enemy ACU over certain other actions such as reclaiming
                        • Land combat units should help any M28 ACUs in trouble in a nearby zone (not just the zone they're in), and should do this not just if they would be retreating, but also with any shorter ranged units that are protecting their kiting units.

                        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-v150

                        1 Reply Last reply Reply Quote 4
                        • maudlin27M
                          maudlin27
                          last edited by

                          v194 Update
                          Another mini-update (given the upcoming rainbow cup I thought it better to do smaller more frequent updates to reduce the risks of bugs being present at the time of the tournament):

                          • Fixed a bug where M28 could give orders to a non-M28 unit that completed construction of M28's unit (such as a teammate ACU)
                          • Fixed a bug with AIx 1.5+ modifiers that could break M28's engineer logic
                          • When building its first 3-4 mexes, M28 should prioritise the mex that would give adjacency to its land factory (hopefully saving a precious 1-5 mass over the course of the game).
                          • Fixed a couple of errors with QUIET (M28 aggression factor defaulting to 0.9 instead of 1.0, and scenarios involving land experimentals without a direct fire attack).

                          Acknowledgements:

                          • Vortex – QUIET replay; mentioning M28’s aggression factor defaults to 0.9 in QUIET
                          • Aranei – Log highlighting a bug with M28’s engineer logic where it has an Aix 1.5+ modifier
                          • Fearghal noticing M28 was building a starting mex that wasn’t adjacent to its first land fac in priority.

                          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-v150

                          1 Reply Last reply Reply Quote 4
                          • maudlin27M
                            maudlin27
                            last edited by

                            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

                            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-v150

                            1 Reply Last reply Reply Quote 4
                            • maudlin27M
                              maudlin27
                              last edited by

                              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

                              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-v150

                              1 Reply Last reply Reply Quote 2
                              • SaverS
                                Saver
                                last edited by

                                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

                                auch mal fΓΌnf gerade sein lassen

                                maudlin27M 1 Reply Last reply Reply Quote 1
                                • maudlin27M
                                  maudlin27 @Saver
                                  last edited by

                                  @Saver Thanks, hopefully should be sorted now but let me know if you have any issues

                                  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-v150

                                  1 Reply Last reply Reply Quote 3
                                  • maudlin27M
                                    maudlin27
                                    last edited by

                                    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

                                    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-v150

                                    1 Reply Last reply Reply Quote 4
                                    • maudlin27M
                                      maudlin27
                                      last edited by

                                      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

                                      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-v150

                                      1 Reply Last reply Reply Quote 4
                                      • maudlin27M
                                        maudlin27
                                        last edited by

                                        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

                                        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-v150

                                        1 Reply Last reply Reply Quote 2
                                        • DoompantsD
                                          Doompants
                                          last edited by

                                          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

                                          maudlin27M 1 Reply Last reply Reply Quote 1
                                          • maudlin27M
                                            maudlin27 @Doompants
                                            last edited by

                                            @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).

                                            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-v150

                                            1 Reply Last reply Reply Quote 1
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