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    M28AI Devlog (v227)

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

      v93 Update
      Hotfix, with 15 bugfixes and other changes

      • Fixed bug that could break M28's land combat unit manager
      • Fixed major bug with M28's naval logic that would break if its units were outranged
      • Operation trident civilians should no longer be reclaimed
      • Aeon M6 control centre should be fortified more once captured
      • Increased the amount of MAA to be built in some cases

      Acknowledgements

      • Savinguptobebrok – Replay where M28 reclaimed the civilians to be protected
      • (Chidori – trying to help with resolving a suicidal Campaign M28 ACU, but ultimately I couldn’t find the cause due to the replays desyncing).

      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
        goblinsly2
        last edited by goblinsly2

        Tnx. Im still playing on that fortress map. Just 3 quick things.

        1. when i go and snipe paragon, i always kill 1 or 2 commanders along with it.
        2. even when para is built by aeon, it's com is still pretty stock, so killing him is easy. It would be harder if he had shield and some hp boosting upgrades. Same for other coms.
        3. Cybran i think is to confident in its T3 gunships and bugs. He will go around the map without any ASF's even when enemy has tons of ASF's and it's an easy prey due to neglible AA on those 2 types of gunships. It's prolly depending on me protecting the flock since im an air dominant player ?
        maudlin27M 1 Reply Last reply Reply Quote 0
        • maudlin27M
          maudlin27 @goblinsly2
          last edited by

          @goblinsly2

          1. It's intentional, as that will be the most heavily shielded part of M28's base, and there's a good chance if it loses that then it would have lost anyway. However it's on my longer term todo list to look at trying to avoid having 3+ ACUs all sheltering in the same place.
          2. I'd expect UEF and Sera to already get shield/nano respectively, is this not happening? Cybran and Aeon would need special logic as they won't get the health upgrades if they've gone the RAS route.
          3. If M28 gifts you any asfs then yes it will assume you will be covering its air units and will be more aggressive with them if it thinks you have air control (or are roughly even on air).

          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

            v94 Update
            18 changes and (mostly campaign related) fixes, including:

            • Added a fix for a change to Cybran M6 that caused M28's asfs to not engage the czar
            • Improved the avoidance logic for Cybran M4 to make it far less likely that units damage the mainframe base (and cause the mission to fail)
            • ACUs should be more likely to remove RAS upgrade and get health based upgrades at high eco levels
            • Reduced likelihood of Aeon building a T3 arti when it hasn't tried building a Czar or lots of GCs

            Acknowledgements

            • Radde - Various replays
            • goblinsly2 - noting how M28 isn't getting shield/similar upgrades when a paragon is built

            No changes to trophies from before

            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

              v95 Update
              11 changes/fixes; aside from some campaign bugfixes (including fixing an issue where M28 could ctrl-K almost its entire army when the map expanded), many of the changes were to try and improve how M28 deals with restorers, including:

              • Czars should be more likely to build asfs if they're needed
              • M28 should focus on air instead of experimentals if the enemy has air control coupled with a significant air threat
              • Fatboys should seek a larger dedicated MAA escort if the enemy has a significant gunship threat
              • Gunships should be less likely to attack enemies if they have a significant air based AA escort
              • ASFs should be less likely to suicide to protect a friendly experimental in certain cases

              Acknowledgements

              • Radde - Replay showing M28 losing with a 1.3 modifier

              Trophies

              • No change from before (Radde trophy - Radde and KuhwaKlimakleber vs v86 1.4 resource M28 on mapgen; Sladow trophy - Radde vs v81 1.5 AiX M28 on a 10km map)

              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
              • H
                Hammi
                last edited by

                Quick question: Any way to enable the overwhelm cheat option for M28? Unless I'm mistaken, this setting has not effect on M28.

                Thanks!

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

                  @hammi Not at present, as that feature has to be specifically coded into an AI

                  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

                    v96 Update
                    16 mostly minor tweaks and fixes based on campaign testing, including:

                    • Fixed a bug that meant M28 wasn't building factories at expansions when low on mass
                    • Land scouts should be built initially in teamgames even if the faction choice would be suboptimal
                    • Adjusted T1 build conditions to factor in how many M28 players are on the team (to stop it being built much too early in teamgames)
                    • Various adjustments for when M28 is close to the unit cap and overflowing mass (primarily for campaign scenarios where higher end units are restricted)
                    • Adjusted how M28 determines zones to factor in the travel distance between mexes close to player start points (to make it less likely M28 incorrectly thinks a mex is its own rather than a teammtes)

                    Acknowledgements

                    • Fearghal - Replay where M28 reclaimed Fearghal's airgrid

                    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
                    • G
                      goblinsly2
                      last edited by

                      I got an unhandled exception after a long time, prolly played this map 30-40 times without a single crash, and long games, 3+ hours with paragon and tons of units.
                      The only difference is that i was streaming to my friend this time. Could this be the reason or u see something in logs, maybe recent update to M28 ?

                      game_22515801.zip

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

                        @goblinsly2 Nothing obvious from the log, can you turn on the FAF debugger? That way if you get crashes in the future there's a greater likelihood the log will contain information pointing towards the cause:
                        3f550d5f-c6d3-41a9-bb04-8eef7470134e-image.png

                        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

                          I will do that. Also, when the game stopped responding, i waited about 30 seconds, then i alt+tabbed and saw another window opened called unhandled exception. Does it matter which one i close first in order to give game enough time to write into logs, game window or unhandled exception ? The only other thing that comes to mind is that i was streaming a game to a friend, but game was at 0 at that time.

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

                            I don't know if it would matter, but if it did I'd guess you should close the unhandled exception first just in case it affects the crash report log.

                            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

                              v97 Update
                              10 generally minor changes and fixes, including:

                              • Fixed a bug with the decision on whether land units should engage an enemy where units that were far away would sometimes be treated as nearby, and made a few other tweaks to make it more likely units will attack if they outnumber the nearby enemy forces
                              • ACU should include its current weapon target when deciding if it has nearby enemies (to cover niche cases where it would be at the edge of a zone and so not 'see' a unit in an adjacent zone its firing at)
                              • Fire beetles should no longer be built when trying to snipe an ACU (since M28 doesnt have any special code to use them
                              • Fixed several issues with land scouts where they could be overbuilt, and/or get build when M28 has AiX omni vision

                              Acknowledgements

                              • Radde - several 1v1 replays against 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 maudlin27

                                v98 Update
                                11 more changes and fixes:

                                • Support for absolver (and Cybran equivalent) added - M28 should now build a small number if faced with a nearby enemy shield threat
                                • Improved late-game potential on 0 mex high reclaim maps like Forest Nothing (i.e. M28 should be more likely to build mass fabs and RAS SACUs)
                                • Fixed an issue where MMLs could ground-fire TMD they didn't have intel of
                                • Tweaks to mostly early game logic, including transports being less likely to abort from a far away enemy threat, Selens being slightly more aggressive, and tanks supporting t1 arti being more cautious around an enemy ACU

                                Acknowledgements

                                • Chucups - mentioning that M28 doesnt get RAS/Fabs on Forest Nothing (a long time ago!)
                                • Radde - 3 1v1 replays

                                Trophies
                                No changes to before:

                                • Radde trophy (1.4 resource 15km+ mapgen) - Radde and KuhwaKlimakleber beat v86 M28AI
                                • Sladow trophy (1.5 AiX, 10km+ map) - Radde beat v81 M28AI

                                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

                                  v99 Update

                                  13 changes including:

                                  • New T1 arti drop logic for transports
                                  • Guncoms should be more likely to have a land scout nearby to give them intel
                                  • Delayed upgrades in the first few minutes at higher resource modifiers
                                  • Adjustments to how units backup to make it more likely (since it appears units have to be stationary for backing up to work now)
                                  • Decrease in ACU aggressiveness at the start of campaign missions so its less likely to suicide into nearby PD

                                  Acknowledgements

                                  • GerJS and Hypoxic – Campaign replays where M28’s ACU is suicidal vs enemy PD near its start position
                                  • Radde – 1v1 replays

                                  Trophies

                                  • Radde trophy - Radde beat M28AI (v98) with a 1.4 resource modifier (albeit it was on a mapgen map that had been played a number of times)
                                  • Sladow trophy (1.5 AiX, 10km+ map) - no change (Radde beat v81 M28AI)

                                  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 maudlin27

                                    v100 Update
                                    M28 turns 100! 18 changes and fixes this update, including:

                                    • New AIx overwhelm mode where M28 can gradually get stronger or weaker over the course of the game - 3 new config settings have been added allowing you to specify the rate of change in the AIx modifier, how frequently it changes, and when it stops changing.
                                    • Added support for Eye of Rihanne so it will sometimes be built late game (and then used to scout the enemy)
                                    • Various refinements to unit backup logic, and expansion of preemptive engineer bomber dodging to try and more consitently reverse and/or dodge bombs

                                    Acknowledgements:

                                    • Zhanghm18 replay where M28 kept trying to build units it was self destructing due to the unit cap
                                    • Balthazar – providing the game function for determining a unit’s speed

                                    Trophies
                                    No change from before (Radde trophy - current holder Radde who beat v98 M28AI; Sladow trophy - current holder Radde who beat v81 M28AI)

                                    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 4
                                    • I
                                      Innomen
                                      last edited by

                                      Using your ais in parched river with ninja drones, offline skirmish.ForgedAlliance_sSRgyYbxqw.jpg

                                      It's the reclaim drones that break it. I'll just disable the drones next time, so, no rush.

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

                                        @maudlin27 said in M28AI Devlog (v100):

                                        M28 turns 100!

                                        Congratulations to a great anniversary and achievement, and thanks for this great contribution!

                                        • New AIx overwhelm mode where M28 can gradually get stronger or weaker over the course of the game - 3 new config settings have been added allowing you to specify the rate of change in the AIx modifier, how frequently it changes, and when it stops changing.

                                        THANKS!!! specifically for this one.

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

                                          °°7 Congratulations

                                          auch mal fünf gerade sein lassen

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

                                            @innomen said in M28AI Devlog (v100):

                                            Using your ais in parched river with ninja drones, offline skirmish.!
                                            It's the reclaim drones that break it. I'll just disable the drones next time, so, no rush.

                                            Have you got a replay ID, and what was the issue specifically? Also do you have the same issue using other AI (e.g. the default AI) with the ninja drones?

                                            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

                                            I 1 Reply Last reply Reply Quote 0
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