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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    M28AI Devlog (v238)

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

      @v_k M27 is more likely to have micro freezes. Do you have a replay and rough timestamp of an M28 only game with noticeable micro freezes?

      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

      V 1 Reply Last reply Reply Quote 1
      • V Offline
        v_k @maudlin27
        last edited by

        @maudlin27 Hi,
        Sure! This one with M28 had noticeable micro-freezes during litterally the whole game; I have no specific timestamp, it was kinda hard to play from the very beginning to the end. I'm not sure this is something visible in the replay though.
        https://replay.faforever.com/20630393

        Thanks!

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

          @v_k said in M28AI Devlog (v24):

          20630393

          Does the replay stutter for you? I was able to run it smoothly at +10 speed throughout with no obvious stuttering, so I'm assuming the issue was one of the players in the game (e.g. I recall occasionally having a game involving only humans that stutters/goes very slowly due to issues on one of the player's side).

          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

          V 1 Reply Last reply Reply Quote 1
          • V Offline
            v_k @maudlin27
            last edited by v_k

            @maudlin27 The replay runs smoothly on my end too. I'm not sure micro-freezes would have been noticeable though.

            That said, I've started today (with the same version of M28 we used the other day) the same map with 7 AIs + me, and everything runs fine. i'm guessing this was more of an issue with FAF servers.
            Again, I was not convinced this had anything to do with your mod (as M27 behaved similarly), but I thought this was worth mentioning as I reported the other issue anyway (pretty sure it is related to M28 this time).
            For that other issue, in case it could help, I can reproduce when creating a new game (M28 on any spot of Adaptative Turtle Beach will not do anything).

            Thanks again, let me know if you need any information.

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

              @v_k Thnaks, yes the issue on that map has been fixed so should be working following the next release

              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
              • bakiB Offline
                baki
                last edited by baki

                how i can install m28 ai

                M 1 Reply Last reply Reply Quote 0
                • M Offline
                  mattcee233 @baki
                  last edited by

                  @baki Go to the Mods tab in the FAF launcher - search for M28 and install it, then if you create a custom game you can enable it as a SIM mod 🙂

                  bakiB 1 Reply Last reply Reply Quote 0
                  • bakiB Offline
                    baki @mattcee233
                    last edited by magge

                    @mattcee233 I have bug on the FAF launcher![Снимок экрана (870).png]


                    Image removed by Global Moderator magge: You can appeal against your ban via the stated email under the ban message.

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                    • maudlin27M Offline
                      maudlin27
                      last edited by

                      That's a ban, not a bug. I expect you could get FAF to work offline (by downloading via github) and then download M28 mod via github to play against it offline.

                      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 Offline
                        maudlin27
                        last edited by maudlin27

                        v25 Update
                        24 Mostly minor and campaign specific points. One more widespread change was rewriting how land pathing logic is done which significantly reduces the time at the start of the game on larger land maps, at the cost of accuracy. It's possible this might cause M28 to break on some maps so let me know if it doesn't work at all on a map (I've tested on a few different ones so hopefully have caught most cases).

                        • Seraphim Mission 4 - 5 changes, mostly minor points or bugfixes
                        • Seraphim Mission 5 - 5 changes, including better SMD defence against a Yolona Oss, and gunships trying to avoid friendly Ahwassa bomb fire
                        • Coalition Mission 1 - 3 changes, including better late-game power stall handling, and having untis in campaign not try and reinforce zones outside the playable map. Note that even after these changes M28 is unable to complete this mission on easy without cheats (it managed to with AiX 1.2 modifier on easy).
                        • Coalition Mission 3 - Rewriting of part of the land pathing logic (that was taking c.85s and now only takes 7.5s, bringing the total map loading time down from 95s to 17.5s); 2 other changes (including fixing how 'large' campaign maps are treated for various parts of M28's logic to be based on the final expanded map size instead of the initial playable area)
                        • Fixed bug causing Adaptive turtle beach to not load
                        • 7 other changes, including making land experimentals more aggressive when they can't kite, and able to focus down an enemy ACU.

                        Acknowledgements

                        • V_k – Replay showing M28 is broken on Adaptive Turtle Beach
                        • Zhanghm18 – Noting that M28 builds too many experimental shields for mods with such an option enabled

                        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 Offline
                          maudlin27
                          last edited by

                          v26 Update
                          30 changes for a 5v5 replay on Xander adaptive, addition of telesnipe logic, and 4 other changes, including:

                          • Greater focus on ecoing for bases in an eco/air slot (i.e. that have teammates between them and the enemy)
                          • Reduced the extent to which air staging facilities and pre-emptive SMD are built simultaneously by every teammate
                          • Fixed a bug that was leading to over-building of factories
                          • ACUs should be less keen on getting expensive upgrades and more likely to assist other units
                          • Enemy T2 arti should deter building PD and upgrading mexes in its range
                          • Refined gunship targeting logic to make them less aggressive when they're scattered across the map and reducing the value given to experimental 'gunships' (Czar and soulripper)
                          • Further work on special shielding logic to try and improve its application (maybe one day it will work smoothly...)
                          • New Tele-snipe logic - while I expect it will rarely trigger and so won't have been worth the effort required to implement from a competitive perspective, my hope is it leads to some fun surprises occasionally (plus it's something that M27 doesn't do)

                          Acknowledgements

                          • Radde - sharing 2 2v2 replays on Xander adaptive (and also using M28 for a separate game that I used as the basis for most of the changes in this update)
                          • res - for mentioning they played against M28 in a replay for review (which when I chekced highlighted a flaw with M28's build order on that map that led it to a major power stall - only partially fixed in this update since I saw it just as I was about to release M28 so now it just has a moderate power stall)

                          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

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

                            Hello maudlin, I tested your new version and had a few warnings. Here the log. 1922c969-ae39-467e-9586-c01ce48971f0-game_20699863.log unfortunately no replay was generated.

                            auch mal fünf gerade sein lassen

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

                              @saver What map did you try it on?
                              (Edit - nevermind, figured out it was signalpoint_team_ai, I'll have a look)

                              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
                              • Z Offline
                                zhanghm18 @maudlin27
                                last edited by

                                @maudlin27 said in M28AI Devlog (v26):

                                v26 Update
                                30 changes for a 5v5 replay on Xander adaptive, addition of telesnipe logic, and 4 other changes, including:

                                • Greater focus on ecoing for bases in an eco/air slot (i.e. that have teammates between them and the enemy)
                                • Reduced the extent to which air staging facilities and pre-emptive SMD are built simultaneously by every teammate
                                • Fixed a bug that was leading to over-building of factories
                                • ACUs should be less keen on getting expensive upgrades and more likely to assist other units
                                • Enemy T2 arti should deter building PD and upgrading mexes in its range
                                • Refined gunship targeting logic to make them less aggressive when they're scattered across the map and reducing the value given to experimental 'gunships' (Czar and soulripper)
                                • Further work on special shielding logic to try and improve its application (maybe one day it will work smoothly...)
                                • New Tele-snipe logic - while I expect it will rarely trigger and so won't have been worth the effort required to implement from a competitive perspective, my hope is it leads to some fun surprises occasionally (plus it's something that M27 doesn't do)

                                Acknowledgements

                                • Radde - sharing 2 2v2 replays on Xander adaptive (and also using M28 for a separate game that I used as the basis for most of the changes in this update)
                                • res - for mentioning they played against M28 in a replay for review (which when I chekced highlighted a flaw with M28's build order on that map that led it to a major power stall - only partially fixed in this update since I saw it just as I was about to release M28 so now it just has a moderate power stall)

                                Hello! Maybe try to get AI to build more experimental 'gunships' (Czar and soulripper) rather than fewer? I used the M28 until now and Aeon hardly built Czar. cybran does build a few Soulrippers. I feel that there are still many restrictions on AI building experimental units, can you relax some restrictions, let AI build more diverse experimental units?

                                maudlin27M 1 Reply Last reply Reply Quote 0
                                • maudlin27M Offline
                                  maudlin27 @zhanghm18
                                  last edited by maudlin27

                                  @zhanghm18 It shouldn't be building fewer of them - to clarify, the change I mentioned in the summary was to reduce how threatening M28 thinks its Czars and soulrippers are when judging if it's got a strong enough air force to assault a heavily fortified position. I was finding that it would proceed with an assault (as a Czar in mass terms is c.26 broadswords), the czar would quickly lose its shield, and it would retreat before it had overwhelmed the shields, leading to a bunch of losses for no gain.

                                  The reason it doesnt build them much though is both that it currently handles/uses them similarly to a normal gunship (M27's logic for czar in particular was highly specialised and would take some time to put in place) and I'm concerned that mass for mass T3 gunships (restorers/wailers) would be more cost effective since M28 is able to significantly reduce the downside of mass T3 gunships (that they die easily to aoe) while benefiting more from the upside (can be repaired at air staging).

                                  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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                                  • SaverS Offline
                                    Saver
                                    last edited by

                                    hello maudlin,

                                    I've used your AI with the new mobile factory features and I'm amazed your AI is already using them. WOW

                                    auch mal fünf gerade sein lassen

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

                                      @saver Unfortunately it's something I'll likely be disabling in the short term as it can lead to some errors (e.g. when aircraft carriers get near the shore or fatboys move from land to water) since M28 currently thinks these are immobile factory buildings. I'd been planning on adding specialised logic for the fatboy so will have a think if there's a simple change I can do so the feature isn't lost completely though.

                                      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
                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        You can differentiate them from 'normal' factories by using the EXTERNALFACTORYUNIT category

                                        A work of art is never finished, merely abandoned

                                        1 Reply Last reply Reply Quote 1
                                        • V Offline
                                          v_k
                                          last edited by

                                          Hi @maudlin27

                                          Just to let you know we found another map where M28 does nothing upon startup. M27 works fine. Do note the map is kinda buggy though (we had trouble building on some wrecked mexes), but I don't think it is related.

                                          Here is the replay on the map (TriGap_alpha) that shows the issue: https://replay.faforever.com/20740907

                                          Thank you!

                                          1 Reply Last reply Reply Quote 0
                                          • V Offline
                                            v_k
                                            last edited by v_k

                                            Oh, btw, the telesnipe feature was a lot of fun, I lost a T3 artillery twice because of that 😄 Didn't expected the teleport, didn't even understood what happened after the first artillery loss.

                                            Maybe an improvement would be that the AI teleports a support commander instead of the ACU, if possible. The second teleport of the AI was a failure (I had build T1 PDs) so he lost his ACU. Not a big deal as we were playing in Supremacy mode, but this would have possibly been a problem in case we were playing in Assassination mode. The teleport was indeed a suicide mission in that case, no way a commander would escape that amount of DPS with my PDs. Would have been a great suicide TP for a support commander though.

                                            maudlin27M 1 Reply Last reply Reply Quote 0
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