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    M28AI Devlog (v227)

    Scheduled Pinned Locked Moved AI development
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    • G
      goblinsly2 @maudlin27
      last edited by

      @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.

      maudlin27M 1 Reply Last reply Reply Quote 0
      • maudlin27M
        maudlin27 @goblinsly2
        last edited by maudlin27

        @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-v150

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        • G
          goblinsly2 @maudlin27
          last edited by goblinsly2

          @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

          maudlin27M 1 Reply Last reply Reply Quote 0
          • maudlin27M
            maudlin27 @goblinsly2
            last edited by

            @goblinsly2 There's a bug with how the game lobby handles presets that makes it incompatible with AI so that's likely the cause of the first issue - where I've seen it before it appears to have the selected AI (e.g. M28) in the game, but it's using the default AI. My suggestion is to start a fresh lobby/game and not use pre-sets to see if it works.

            The second issue would need a change to the game I expect for it to work via the normal interface, if it's even possible. However, one workaround is to use 4z0t's scoreboard UI mod (along with the associated UI tools mod), then if you select the units you want to gift, then do Ctrl+L Click on the faction icon on the scoreboard for your teammate it should gift the units to them.

            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

            G 1 Reply Last reply Reply Quote 0
            • G
              goblinsly2 @maudlin27
              last edited by

              @maudlin27 game_22094987.zip

              I tried and it worked. Today i had a problem when launching nukes, game locked, infinite loop or so the log tells. The other day i didnt have issues with similar settings. This map is wierd i guess. Had to zip the file cause its over 6mb

              maudlin27M 1 Reply Last reply Reply Quote 0
              • maudlin27M
                maudlin27 @goblinsly2
                last edited by

                @goblinsly2 Thanks, it’s a known issue where M28 has 2 nukes that try to fire at the exact same time, I’m hoping to release a hotfix tomorrow that fixes it

                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 0
                • maudlin27M
                  maudlin27
                  last edited by maudlin27

                  v81 Update
                  Small update as I wanted to rush the nuke crash fix.

                  • Fixed 2 bugs that combined meant if M28 had 2 SMLs fire at the exact same time it would crash the game
                    14 other tweaks and fixes, including:
                  • having M28 try and get more T3 land spam before its first experimental
                  • getting more land factories in some cases particularly in a 1v1 on a 10km map (previously it'd only do this if the 10km map didnt have many mexes)
                  • making ACUs more likely to dodge lobo arti shots
                  • Reassignment of engineers constructing M28's late game shield and arti template if stalling energy

                  Acknowledgements

                  • Fearghal (and goblinsly2) - Replay containing a crash (caused by M28 firing 2 nukes at once)
                  • Radde - various replays against high AiX modifiers, including beating a 1.5 AiX on a 'large' 10km land map

                  Trophies

                  • Sladow trophy - Retained by Radde by beating 1.5 AiX M28 (v80) on Xander Adaptive

                  (no change to the Radde trophy which was won by Radde, Mhad and GhillieWolf against v59 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

                  G 1 Reply Last reply Reply Quote 2
                  • G
                    goblinsly2 @maudlin27
                    last edited by

                    @maudlin27 Tnx, i will test the nuke fix today hopefuly and let you know.

                    Yesterday i had a long game again on that vodoo map and made some observations, but since this map is so specific, i don't know if it's even worth changing AI because of it, but i will write it down anyway.

                    First thing is, neither M27, M28 or Uveso made navy on this map. But it did make sonar. Water is far from bases, but it offers critical advantage. First, with navy superiority u can destroy like 8 mexes near the shore and completely clean the place of enemy units, then spam long range missile ships or subs and u can reach most of the bases. Second, you can spam experimentals under water and then rush in with them while enemy has most units elsewhere.

                    another thing i noticed on this map but not sure if it can be solved or if it's even a problem anywhere else. This map has long path on left and right side. At the start, units flow ok through them. But once we reach T3 and there are tons of percies/fatboys or similar units, the way gets blocked. Yesterday both sides were blocked for probably 1 hour.

                    Bases were pretty packed also, it seemed with way more T3 engineers than could be supported by economy. I noticed that while M27 on a big map had a tendency to eco beyond T3 mass extractor with tons of fabricators and then spamming RAS commanders, M28 is not to keen on doing that. On this map that is easily defendable, M28 will be left behind, unless there is an aeon in the team.

                    Thank you for your work, its great fun playing M27 or M28

                    G 1 Reply Last reply Reply Quote 0
                    • G
                      goblinsly2 @goblinsly2
                      last edited by goblinsly2

                      game_22109326.log Just finished an awesome game and am happy to report that the nuke crash is gone. I still dont know how enemy cybran could have built so many megaliths that fast, doubt their team built paragon that fast. It was super fun nuke heavy game, no air/t3 arty/experimental arty and satelite. A couple of unexpected things happened. All AI's stopped using nukes after about half the game, even though there was plenty of traffic on sides where nukes were flying before. I thought maybe the nuke code has stopped working, but then right at the end of the game, my ally sent a nuke into a base of 20 anti nukes and killed 2 coms with it, amazing precision. What was wierd also that all seraphim and cybran AI's completely stopped making experimentals, so it was just me as cybran, my ally uef and enemy aeon still making them. Surprised me since just at the start enemy cybran made like 10-15 mega's. Anyway, great job on AI, super fun game.

                      ps: i see what you did there with mobile arty and cloaked com's 😉

                      maudlin27M 1 Reply Last reply Reply Quote 0
                      • maudlin27M
                        maudlin27 @goblinsly2
                        last edited by

                        @goblinsly2 Thanks, it's possible that SMD coverage meant the AI didn't think firing a nuke would be worthwhile, but there are some unexpected errors in the log relating to nukes so I'll make a note to have a look at some point to see if they can be fixed.

                        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 0
                        • maudlin27M
                          maudlin27
                          last edited by

                          v82 Update
                          15 adjustments mostly based on replays from Radde (beating 1.4 and 1.5 AiX M28 on Xander Adaptive), including:

                          • Better use of MMLs in larger numbers (so they no longer all focus down 1 target at a time), and slight increase in aggression for T3 mobile arti1
                          • Adjustments to pausing of units in power stalls and factory build decisions to reduce the likelihood M28 gets stuck overbuilding engineers early on (due to overflowing mass as a result of stalling power)
                          • Gunships should be less suicidal vs enemy air when defending locations near to M28's starting base

                          Acknowledgements

                          • Radde - Another 3 replays vs M28 on Xander Adaptive
                          • Cthulhu - log with blacktops incompatibility message
                          • goblinsly2 - log with nuke launcher error message

                          Trophies

                          • Sladow trophy - Retained by Radde by beating 1.5 AiX M28 (v81) on Xander Adaptive

                          (no change to the Radde trophy which was won by Radde, Mhad and GhillieWolf against v59 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 2
                          • H
                            Hammi
                            last edited by

                            Hi, came here first to say THANK YOU to @maudlin27 for his great work in developing another AI. I almost exclusively play against an AI with a friend, and M28 has made this much, much more interesting again!

                            Secondly, I noticed that, e.g., on map TeamdefensebyKC, M28 is, after some period of time, just sitting there, doing nothing at all. I just setup a game with just me and a few AI to test just that. If it should be of interest, I do have a game log and a replay saved here.

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

                              @hammi Thanks, glad to hear you’re enjoying it! Do you have the replay ID number of the game you’re referring to, roughly when it happened, and a bit more detail on what you mean by it doing nothing (eg acu stood still and it never built anything?)

                              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

                              H 1 Reply Last reply Reply Quote 0
                              • H
                                Hammi @maudlin27
                                last edited by

                                @maudlin27 Thanks for being willing to look into this. This is the replay: https://replay.faforever.com/22129264

                                As you can see, the AI plays ok until about an hour into a game. It then completes a Quantum Arch, which apparently stalls its economy in an unforeseen way (can't see any enemy influence causing this). It then appears to build energy gens to compensate for that. Even after economy has recovered, all it appears to do it wait for few units to exit the arch. Further energy gens have been planned, but are not being built.

                                After 25 mins, I ran out of patience. 😁

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

                                  @hammi Unfortunately the replay desyncs for me part way through; In the desynced version it didn't seem to have issues with building things, and I can't see an obvious error in the log you provided. It's possible it was using up all its mass on building things of little consequence hence why it didn't seem to be doing anything.

                                  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 0
                                  • maudlin27M
                                    maudlin27
                                    last edited by maudlin27

                                    v83 Update

                                    This update is essentially lots of minor tweaks based on replays from Radde. 30 changes made, none of which are expected to be that significant, including:

                                    • Increased the focus on ACU snipes when an ACU is considered vulnerable
                                    • Further adjustments to fatboy and megalith to reduce their tendency to attack-move when the enemy has a large nearby threat but a small in-range threat
                                    • Greater prioritisation of very high reclaim amounts
                                    • ACUs should be less likely to stand in their base waiting for an approaching experimental to kill them
                                    • Expanded ACU upgrade choices slightly so shield/nano should be got instead of RAS if the ACU is low health (and also obtained late-game where it wouldn't replace RAS)
                                    • Fixed some bugs with tracking overcharge shots (which led to ACUs not dodging t1 arti shots as much); working out how many t3 arti/gameenders are already under construction (which led to t3 arti being built at the same time as a mavor); TMD being massively overbuilt

                                    Acknowledgements

                                    • Radde – Numerous replays which formed the basis of almost all the changes in this release (and I’ve only been through half the replays so far).

                                    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

                                    G 1 Reply Last reply Reply Quote 4
                                    • G
                                      goblinsly2 @maudlin27
                                      last edited by

                                      I just came from 2 incredibly strange games, not sure what happened. It's the vodoo map with air enabled, t4 nuke/T3T4Arty/Satelite disabled. I played like 10 straight games with this settings and won them all. Now lost 2 in a row. But the reason is really simple - AI's on my team play differently than AI's on opposite sides. My AI's make practicaly no ASFs, while the enemy makes 100's and 100's of them. Now, crappy as i play, we would be ok if we each made 1/3 of the airforce. But basicaly we are 1 hour into the game, getting bombarded with 4 or 5 experimental bombers and i am the only one making ASFs, while 1 player is making fatboy and the other chicken. I attached a replay link and log, pardon my language in the replay.

                                      22161531-goblinsly2.zip

                                      https://replay.faforever.com/22161531

                                      maudlin27M 1 Reply Last reply Reply Quote 0
                                      • maudlin27M
                                        maudlin27 @goblinsly2
                                        last edited by maudlin27

                                        @goblinsly2 Checking the replay there were no obvious errors with it's logic. The likely causes of your M28 teammates having fewer asfs than the enemy team were:

                                        • Enemy units near their base - hence more likely to build gunships instead of asfs
                                        • Relied on you as the air player (hence why they gifted asfs to you)
                                        • Worse eco than each opposing team AI (enemy team controlled most of the map)
                                        • only 2 M28 (vs 3 M28 on the enemy team)

                                        They were still building asfs though (e.g. 39m into the replay some asfs were still being built)

                                        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 0
                                        • G
                                          goblinsly2
                                          last edited by

                                          Granted i don't know how to play air player, but even if i did i don't know if i can make enough ASF's to counter 3 enemies each having ASF's. Previous games i hit 1000/1000 unit limit with 500 ASF's and whenever we engaged in neutral territory, it wasn't even close, i guess you did some good programming since they seem to combine shots to 1 shot my ASF's like flies.

                                          On this map there are some things i need to do. First 1 mega to each entrance and 3 SMD's to cover the whole base. Otherwise my allies will die either to nuke or early experimental. Now if i add ASF's to this, my eco just cant do it.

                                          Yes, they were building ASF's but absolute numbers its a huge difference. They donated 6 ASFs to me and i never saw any of them having more than 10 ASF's. If you look at enemies, they each prolly have 100's of ASF's. Was just wondering what triggered this, it was pretty frustrating.

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                                          • maudlin27M
                                            maudlin27
                                            last edited by

                                            You could try fighting against M28Easy (with normal M28 as teammates), as the 2 M28 will be at less of an advantage when fighting for map control against 3 AI. Alternatively use AiX for the enemy team and set it to a below 1.0 modifier.

                                            If you send spy planes to scout enemy nukes then your M28 teammtes should also build SMD over their own base.

                                            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

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