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    M28AI Devlog (v228)

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

      v176 Update
      6 changes, continuing the trend of mini updates after I've been through a replay, including:

      • Slight reduction in some cases to naval factories to be built and assisted
      • T1 arti should recognise they outrange T1 PD and no longer run from them
      • Fixed an issue that could cause units to suicide into enemy PD in a different zone
      • Small chance added of UEF using snoops as a combat unit to be annoying

      Acknowledgements

      • Vortex - QUIET replay against v174 M28 (where some snipebots kept getting in range of an enemy ACU, and untis suicided into enemy 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 maudlin27

        v177 Update
        15 changes from this update; sometimes I can have no changes from several Radde Xander replays, this time I had 14!

        • Bombers should be significantly more aggressive, in part due to a bug that was limiting their search range to less than a range of 2 outside of adjacent zones
        • Fixed a bug with tracking how much MAA the enemy has (which meant certain logic such as priotising sniperbots when the enemy is likely able to beat m28's gunships wasn't triggering)
        • Fatboys should be prioritised over non-fatboy land experimentals after the first (to some extent)
        • If M28 has got an ahwassa 99.9% complete, and one of Radde's teammates has a Ythotha that dies nearby, M28 should complete the ahwassa instead of having all of its engineers run away leaving the Ahwassa to die to the lightning storm (a change with very widespread application...)
        • Also fixed a potential cause of a crash in LOUD games when M28 tries pausing units that have died inbetween deciding to pause the unit, and the logic for pausing it commencing.

        Acknowledgements

        • Radde - Xander replay against 1.3 resource M28 that prompted most changes this update
        • Danger!? Snake? - Replay with a crash in LOUD

        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

          v178 Update
          7 changes, including:

          • Longer ranged units should be managed by the zone they're in, to reduce instances where they fail to kite nearby enemies
          • Fixed a bug where corsairs wouldn't micro-turn after firing a bomb
          • Decreased M28's tendancy to build torpedo bombers on land based maps so it should only build more if the enemy has a significant threat underwater and it's prevented from attacking from ground based AA (as opposed to inties/asfs).

          Acknowledgements

          • Radde - various replays on Xander against 1.4 resource M28
          • Vortex - QUIET replay against v175 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

            v179 Update
            9 changes, including:

            • ACUs should be more likely to stay close to an enemy ACU if their death explosion will kill the enemy
            • Fixed an error that could occur when a zone contained moles and a scout with a combat attack
            • Several more TML adjustments to reduce cases where they fire at an enemy that is covered by TMD
            • Reduced instances where engineers would repeatedly travel to a zone with enemy PD in and die to the PD
            • Fixed an issue with QUIET and LOUD where M28 would think the Seraphim battleship was firing a nuke when it fired its main cannons.

            Acknowledgements

            • Radde - Various replays on Xander against v177 and v178 M28, including 2v5 replays
            • Vortex - Replay against v176 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

              v180 Update
              14 changes, including:

              • Improved anti-ravager logic
              • T1 arti drops should be less likely if the enemy lacks T2 mexes
              • Fixed a bug causing the fatboy to kite units not in its range
              • Adjustments to ACU upgrade logic at higher AIx modifieres

              Acknowledgements

              • Radde – various replays against v178 and v179 M28 on a range of 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-v150

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

                v181 Update
                7 changes:

                • Cruisers should no longer try and attack underwater mexes
                • Fixed an error with a naval factory considering building an engineer
                • Fixed 5 issues from running a quick test on a campaign map which mostly related to the log being filled with error messages

                Acknowledgements

                • Vortex - 2 QUIET replays against v176 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

                  v182 Hotfix
                  Fixed a bug where ACUs wouldn't die

                  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

                    v183 Update
                    8 changes mostly relating to another replay where Mhad killed M28 with ravager creep, including:

                    • Various small tweaks to ACU upgrades (UEF should be more likely to get nano, ACUs should be more/less likely to get later upgrades in some cases)
                    • Ahwassas should be even more likely to be built than they were already where M28 isnt far behind on air
                    • Added logic for M28 to prioritise T3 mobile arti to deal with nearby ravagers in a similar manner to how it prioritises building MMLs to deal with nearby (non-ravager) firebases

                    Acknowledgements

                    • Radde - 2 replays against M28 on Xander

                    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

                      v184 Update
                      5 more changes relating to one of the previous replays, including:

                      • TMD should no longer be treated as an anti-air unit
                      • Fixed a bug that could cause ahwassa targeting to not work resulting in it suiciding
                      • Ahwassas should consider dropping a bomb immediately if they want to retreat from the enemy air force

                      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

                        v185 Update
                        13 changes, including:

                        • New game setting, M28 enemy threat factor, that lets you adjust the threat M28 assigns to enemy units. What this means in practice is you can make M28 much more or less likely to attack if it is unable to kite the enemy (for example, setting it to 0.1 and in an equal fight M28's tanks will think they have 10 times more than the enemy). Intended for people who want to significantly change how M28 plays or for use with shared armies mode, and it's not recommended you adjust this if you want a competitive experience.
                        • ACUs being more likely to stay in visual range of an enemy ACU they want to kill
                        • Spirits and snoops using attack orders when being aggressive to reduce the risk they die to shorter ranged units
                        • Various early game ecoing improvements, particularly for an air slot (delaying when to build energy storage or radar, fixing an issue in teamgames that caused too much T1 pgens to be built when T2 teech was available, increased prioritisation of mex upgrade assistance)

                        Acknowledgements

                        • Radde - v184 Xander replay against 1.4 and 1.5 resource 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
                        • S
                          Sandtrooper
                          last edited by

                          Hey Maudlin27, quick question is there a way for me to get the M28 AI to not build a specific Custom Unit? Other than setting a unit restriction in the game options or adding nobuild to the unit's categories. My goal is to allow the Custom Unit to still be available to build by human players, just not buildable by the AI since it can't use it properly.

                          Also, thanks for all your tireless work on your M28 AI, its appreciated.

                          maudlin27M 1 Reply Last reply Reply Quote 2
                          • maudlin27M
                            maudlin27 @Sandtrooper
                            last edited by

                            @Sandtrooper Only other way would be a mod that sets the following variable against the aiBrain:
                            Brain.M28FactoryPreferredBlueprintByCategory.UnitId = -1000
                            where UnitId is the unit id of the unit you want it to not build

                            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

                            S 1 Reply Last reply Reply Quote 1
                            • S
                              Sandtrooper @maudlin27
                              last edited by

                              @maudlin27 That's a good idea, thank you.

                              1 Reply Last reply Reply Quote 1
                              • 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
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