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    M28AI Devlog (v227)

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

      v162 Update
      13 changes, including:

      • Fixed an issue with nuke targeting where it could understate the damage it expected to deal from a missile, and mae it more likely to fire when loaded if the enemy has T3 arti
      • M28 should be more likely to get a game-ender if the enemy has multiple T3 arti
      • Various improvements to the bomber logic, including no longer having strat bombers suicide into any enemy that gets within 300 of its rally point (quite how that logic lasted this long before I noticed it I dont know!)
      • Added some fixes and redundancies for an issue where TMD woudl be insivible to M28 when firing at a mex that it detected when mid-upgrade.
      • 1 mod specific change (adding slight support for T1 torpedo bombers)

      Acknowledgements

      • Radde – a number of replays on Xander Adaptive against v156
      • Azraeel – Spotting a replay where M28 failed to win despite a strong eco lead, and spotting a typo made in a v162 commit before I’d even released v162!

      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

        v163 Update
        11 Mostly small changes, including:

        • Fixed a bug with M28's bombers if it approached the unit cap
        • Naval units should remember if they recently ran from enemy air threats when deciding whether to advance
        • Fixed a bug with Ahwassa targeting where it would incorrectly think its bombs would be blocked by the terrain
        • Added 'fire and turn' micro to strat bombers
        • 1 MOD specific change (T2 sniperbots shouldn't try and dodge shots like a LAB)

        Acknowledgements

        • Azraeel - Highlighting an error message relating to M28's bombers
        • Purple Elf - Replay where UEF M6 transports wouldn't work if M28 was enabled for allies
        • Radde - Replays from v156 on Xander Adaptive

        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
        • maudlin27M
          maudlin27
          last edited by maudlin27

          v164 Update
          16 changes, focused on early naval cruisers, T1 hover bombing, and TML refinements:

          • Increased the delay before naval units return to a water zone where they ran from the enemy air, and had adjacent zones also run (but for a shorter period)
          • Prioritised cruiser to be built ahead of a first destroyer in some scenarios, while making it more likely T1 naval factories get upgraded to T2 where cruisers are needed
          • Early T1 bombers that try targeting enemy pgens should hover-bomb
          • Various changes to TML batteries, so they no longer target monkeylords; consider targeting moderate value units such as mexes if htey think they can overwhelm the TMD, and consider also taking out the TMD in some niche scenarios.

          Acknowledgements:

          • Azraeel – QUIET naval replay
          • Vortex – QUIET naval 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 3
          • maudlin27M
            maudlin27
            last edited by

            v165 Hotfix
            Another hotfix where I forgot to remove debugging options in the previous release!

            Also added a chance of 2 early bombers instead of 1 to mix things up slightly

            Acknowledgements

            • Operon and c04spoon - Flagging that I'd forgotten to turn off debugging settings in v164

            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

              v166 Update
              First or last update of the year, depending on your time-zone! 11 changes, including:

              • More advanced targeting logic for ahwassa so it should be less likely to get in range of SAMs while trying to take down shields.
              • Improved accuracy of gunship's assesssment of enemy AA so they are less suicidal in certain niche cases, while fixing a bug that meant SMDs were treated as an anti-air unit.
              • T1 arti drops should, if outranging the enemy, consider what target would maximise the damage they deal to nearby buildings, instead of using M28's default attack logic.
              • Fixed a bug with stealth boats not being built.

              Acknowledgements

              • Radde – 4 Xander replays and 1 mapgen replay
              • Vortex and Azraeel – Noting M28 hadn’t built any stealth boats in naval games.

              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

                v167 Update
                9 changes including:

                • Experimentals should more aggressively target down enemy ACUs that get near them
                • TMLs should be more likely to be built, including being better at finding unprotected buildings when deciding whether to be built
                • Fixed an issue with UEF T1 hover-bombing, and made early T1 bombers more scared of AA

                Acknowledgements

                • Radde - Several replays on Xander
                  (also received various other replays which I'm hoping to work through for future releases)

                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

                  v168 Update
                  14 changes, including:

                  • Fixed a bug where skirmishers and deceivers sometimes would suicide into enemy units
                  • Fixed an issue with torp bomber targeting where they would suicide into further away threats
                  • Added new ACU snipe logic for ACUs to go all-in on killing the enemy ACU if it's vulnerable
                    This update involved changing a lot of variable references and had an issue with the v167 changes not carrying over (and needing to be manually added) so if you come M28 acting strangely compared to normal let me know.

                  Acknowledgements

                  • Azraeel and Vortex - QUIET naval replays
                  • Radde - Xander replays from v166

                  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
                  • D
                    DillyDally
                    last edited by

                    https://replay.faforever.com/23996869
                    v133 (did not upgrade, sorry)
                    Seems M28 lost to 1 scouted ML
                    Also, early expansion was questionable

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

                      Thanks for the post, unfortunately once replays get more than a few versions old their use for making changes becomes severely limited, while it also becomes much harder to make such changes (as the code base they relate to may have changed making it difficult to incorporate into the latest version).

                      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

                        v169 Update
                        19 changes, including:

                        • When deciding if the enemy has too small a threat to kite them, fatboys and megaliths should factor in how many nearby friendly experimentals they have
                        • Fixed an issue causing M28 to think targets were unprotected from TMD even if that TMD had intercepted their missile, adjusted the calculation to make it a bit more accurate in its estimate of whether a TMD can intercept, and included ACUs in the potential targets
                        • T1 arti drops should ignore nearby enemies and just focus down units (previously theyd only focus down units if there weren't nearby enemies), and adjusted the relative values so they prioritise T1 mexes over T1 pgens.
                        • In some cases T3 land factories should be ctrl-k'd for reclaim
                        • Fixed some issues with gunships and asfs incorrectly assessing the enemy air threat and suiciding into the enemy air force (particularly in the early game)
                        • Increased aggression for strat bombers; and in some niche cases for combat scouts and MMLs

                        Acknowledgements

                        • Radde - various replays from v167 on Xander and mapgen

                        Trophy award

                        • Radde and Mhad - for beating 2 v168 M28AI 1.4 resource AIx on a 15km 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 maudlin27

                          v170 Update
                          12 changes, including:

                          • Significant increase in the threat required for units to engage enemy guncoms to reduce cases where M28 would think it could kill the ACU and end just giving the ACU free kills
                          • Fixed some bugs with selens trying to ambush enemy engineers at mexes
                          • ACUs should be more likely to travel to high value islands to fight for them on naval maps.
                          • Adjustment to submarine logic to factor in enemies close to being in range of the sub's zone (so the subs are less likely to advance when already in range of a nearby enemy).

                          Acknowledgements

                          • Radde - v167 and v168 replay (I'm still working through some other v168+ replays)

                          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

                            v171 Update
                            9 changes, including:

                            • Improved torpedo bomber targeting, so they no longer automatically include enemies near their primary target (based on adjacent zones), but instead check the units are actually close to the original target and have an AA attack
                            • Hopefully resolved a niche case where land units would think they outranged T2 PD and suicide into it
                            • Significantly increased the number of high priority naval factories to be built on high value ponds

                            Acknowledgements

                            • Radde - various replays against 168 and 169 M28, on mapgen and Xander
                            • Vortex - Longest Way QUIET replay highlighting issues with torp bombers
                            • Azraeel - Drakes ravine replay which highlighted the issue with units suiciding 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

                              v172 Update
                              More of a hotfix, 7 changes, including:

                              • Fixed a bug that could sometimes break M28's normal TML firing logic
                              • Fixed a bug that could cause M28's shield cycling to cause shields to never regain health
                              • Arti drops should be less likely to drop early if on high health and faced with only 1 enemy intie (as well as ignoring under construction inties)
                              • On maps without many mexes, plateaus with 1 mex should be considered for drops sometimes, while land factories should be considered for islands with only 2 mexes.

                              Acknowledgements

                              • Radde - Mapgen replay and several Xander replays

                              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

                                v173-174 Updates
                                14 changes, including:

                                • v173 - Added a workaround for the ahwassa switching targets at the last minute and no longer dropping a bomb
                                • v173 - Fixed some scenarios where land experimentals wouldn't go for an ACU kill
                                • v174 - Naval forces should run more generally if they lack enough AA to handle the enemy torp bomber threat, and should upgrade to T2 sooner
                                • v174 - Reduced some factory construction (including quantum gateways), e.g. on naval maps early on, or (in the case of gateways) when M28 still has mexes left to upgrade
                                • v174 - Adjusted rally point selection so units should be less likely to retreat into an enemy force that can hit them from an adjacent zone.

                                Acknowledgements

                                • Radde - 4 Mapgen replays against 172 M28 and a couple of earlier Xander replays (which formed the basis for the 5 v173 changes)
                                • Vortex - 2 naval based replays against 173 M28 (which formed the basis for most of the 9 v174 changes)

                                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

                                  v175 Update
                                  7 changes this time, based on the following replay scenarios:

                                  • Radde v172 Mapgen replay - destroyers kept suiciding into an enemy shielded ravager firebase (now they shouldnt)
                                  • Radde v173 Mapgen replay - M28 failed to quickly rebuild after losing part of a base (and an ACU) to a GC rush and instead built 8 TMLs for no reason, meaning the next GC (despite appearing a while later) was able to kill the other ACU with ease (now M28 should rebuild a dead player's base as a normal base sometimes,no longer waste mass on 8 TMLs in an attempt to snipe a ravager, and keep running its ACU from the GC even when the ACU is getting far from its base).

                                  Acknowledgements

                                  • Radde - 2 replays forming the basis of this update's changes

                                  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

                                    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

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