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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 (v317)

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

      v307 Update
      15 changes, mostly from forged alliance campaign mission 5, including:

      • Replaced previous asf hover-micro with stop-micro (I'm assuming at some point asf values changed which meant hover-micro isn't as good, as I was unable to hover-turn asfs and the logic was performing worse than just moving to the enemy/no micro when the enemy used stop-micro; e.g. in a 50 vs 50 asfs fight, M28's old logic resulted in 38 enemy asfs surviving to its 0, whereas with stop-micro and a couple of other minor changes M28 won the fight with 32 asfs surviving)
      • MAA should avoid indirect fire units (not just direct fire units)
      • Fixed a bug where M28's ACU could cancel an upgrade part way through if it had previously started reclaiming something and an engineer then finished reclaiming the wreck
      • Pond values should be reassessed in campaign missions and factor in the playable area
      • Asfs should be more likely to commit the entire air force against enemy asfs if taking an air fight
      • M28Easy should do very basic kiting with a fatboy if enemies get close to it

      M27AI and M28AI developer:
      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
      https://forum.faforever.com/topic/5331/m28ai-devlog-v294
      M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

      1 Reply Last reply Reply Quote 3
      • maudlin27M Offline
        maudlin27
        last edited by maudlin27

        v308 Update
        7 changes, mostly relating to forged alliance mission 6, including:

        • Amphibious units that are underwater should prioritise moving to defend a nearby friendly land zone under threat over suiciding into a nearby enemy base
        • Shorter ranged direct fire units should consolidate if they're closer to the enemy than longer ranged units they're meant to be supporting
        • Units should no longer run from enemy gunships if they're in range of enemy land units

        I've now finished updating the Supcom and FA campaign difficulty ratings based on what AIx modifier M28 needed to solo the campaign missions. It's now capable of beating every mission at 1.0 or less, with the exception of the remastered Cybran Mission 6 Freedom (which marks a significant improvement on before where M28 also needed higher modifiers to complete missions 1 and 6 of the forged alliance campaign).

        M27AI and M28AI developer:
        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
        M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

        1 Reply Last reply Reply Quote 3
        • maudlin27M Offline
          maudlin27
          last edited by

          v309 Update
          24 changes, mostly relating to some AI vs AI games run as part of the 10km version of the 'Vs M28AI' AI tournament, including:

          • More shield boats are built if enemy has a novax nearby
          • Increased ACU aggression in assassination modes if it's behind on eco
          • Improved M28's ability to rebuild power outside of the main base if almost all its core base power is killed
          • T3 land should be obtained quicker if M28 has lots of t2 support factories
          • M28 should be less likely to upgrade multiple T2 mexes to T3 if it lacks any T3 mexes
          • Added a couple of basic chat responses

          Acknowledgements

          • Nomander - Helping with identifying a function for reading chat messages sent by players (which I’d mistakenly dismissed as only being relevant for resource sharing messages).
          • Radde – 3 replays against M28
          • Relent0r – 2 replays of team games vs M28

          M27AI and M28AI developer:
          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
          https://forum.faforever.com/topic/5331/m28ai-devlog-v294
          M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

          1 Reply Last reply Reply Quote 3
          • maudlin27M Offline
            maudlin27
            last edited by maudlin27

            v310 Update

            • 4 changes from AI vs AI games, including completely reworking gunship retreat logic so they should better avoid enemy ground AA between them and where they want to retreat to
            • 5 changes from Radde Xander and fields of isis replays, including fixing an issue that would see M28 send all of its engineers to build a shield instead of assisting an SMD vs an enemy nuke, and lowering requirements for a pre-emptive SMD to be built
            • 3 changes from Radde mapgen replays, including fixing an issue that made M28 see too many water zones as its core base (leading to it retreating units to locations that the enemy controlled)

            Acknowledgements

            • Radde - Various replays on Xander, mapgen, and one on fields of Isis

            Trophy award

            • Radde and Yew - for beating 1.4 resource M28 on a naval mapgen (the same as the previous trophy)

            M27AI and M28AI developer:
            https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
            https://forum.faforever.com/topic/5331/m28ai-devlog-v294
            M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

            1 Reply Last reply Reply Quote 3
            • maudlin27M Offline
              maudlin27
              last edited by maudlin27

              v311 Update

              16 changes for various misc issues spotted in a couple of AI vs AI games Unfortunately I lost most of these changes when clicking on an old M28 replay (as I'd forgotten to save them, and loading the old replay caused the M28 code to be wiped), so hopefully I didn't introduce any errors when re-adding them 'blind' (i.e. without being able to test on the replay in question to confirm they worked without errors). Changes include things like:

              • Fixing a weird bug that could cause asfs to chase an enemy asf that it has no chance of catching (weird in that the code to stop this had no apparent errors, but would only run if moved to a standalone function)
              • making some improvements to strats so they're more likely to ignore low level AA threat and ignore asfs that arent trying to chase them down
              • Small improvements if a paragon is built (plateaus no longer have a chance of building a land experimental that cant reach the enemy; combat units are given to teammates to free up unit cap; more engineers should be built and used to build experimentals outside the main base)

              Also added one change by request - fatboys (and other land experimentals) owned by M28Easy should, after a delay of a few second, move away from a ythotha lightning storm (so this remains much weaker than M28's normal logic, and also worse than what even a below average player should manage by way of micro)

              M27AI and M28AI developer:
              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
              https://forum.faforever.com/topic/5331/m28ai-devlog-v294
              M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

              1 Reply Last reply Reply Quote 3
              • maudlin27M Offline
                maudlin27
                last edited by

                v312 Update
                20 changes, including:

                • Fixing several issues with how M28 plays in the steam version, such as a major bug with the lobby settings mod (that caused AIx to have weird and changing modifiers), and a bug that meant it wouldnt drop plateaus
                • More battleships should be built if the enemy has heavy shielding within their range
                • Combat units such as ilshies that outrange enemy units should be more likely to kite

                Acknowledgements

                • Zwaffel - Highlighting a replay where M28 broke due to the Unit Cap Removed mod being used. M28 will now warn at the start of the game that the mod breaks it.

                M27AI and M28AI developer:
                https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

                1 Reply Last reply Reply Quote 3
                • maudlin27M Offline
                  maudlin27
                  last edited by

                  v313 Update
                  21 changes, including:

                  • Ythothas should be more likely to move towards the enemy base instead of attack-moving
                  • Air slots should be more likely to assist mex upgrades over land factory HQ upgrades
                  • Upgraded ACUs should be less likely to run from enemy PD
                  • MAA should be more likely to be built for nearby experimentals, and should then shadow the experimental
                  • Asfs should be less likely to take a fight they expect to lose to try and save a friendly experimental

                  Acknowledgements

                  • Radde - Xander replay which prompted most of the changes this update

                  M27AI and M28AI developer:
                  https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                  https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                  M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

                  1 Reply Last reply Reply Quote 3
                  • maudlin27M Offline
                    maudlin27
                    last edited by

                    v314 Update

                    • ACUs should be more likely to start a second upgrade of a similar energy cost to a recently completed upgrade despite not overflowing energy
                    • Fixed a bug causing ACUs to stay stuck in their base idling
                    • Fixed a bug that meant air support factories weren't being paused when M28 was stalling energy
                    • Various fixes to Fort Clarke Assault to resolve some error messages and mean that the ahwassas at the start dont bomb the enemy if M28Allies is enabled

                    Acknowledgements

                    • Radde - 2 Xander replays
                    • Hypoxic - mentioning there was an issue with M28 allied logic on Fort Clarke Assault

                    M27AI and M28AI developer:
                    https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                    https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                    M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

                    1 Reply Last reply Reply Quote 3
                    • maudlin27M Offline
                      maudlin27
                      last edited by

                      v315-316 Update

                      • SCTA compatibility added - M28 SCTA ARM and M28 SCTA CORE can now be selected as an option with the SCTA mod. If M28 is enabled then M28 will then play with the relevant SCTA faction. It's strongly recommended you also enable the SCTA balance mod if using M28 with SCTA.
                      • Naval units such as frigates should be slightly better at kiting auroras
                      • Fixed a bug with building MAA to support a land experimental
                      • Several other bugfixes, including removing debugging options that were accidentality left in v315

                      Acknowledgements

                      • Dragun101 - Helping with implementing M28 SCTA compatibility, in particular by allowing M28 to be selected as an AI option via the SCTA mod
                      • Radde - 2 mapgen replays
                      • Fearghal - mentioning v315 release was adjusting game speed (where it was set to adjustable)

                      M27AI and M28AI developer:
                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                      https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                      M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

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

                        v317 Update
                        28 changes, almost entirely relating to naval maps, including:

                        • Fixed an issue that led to enemy Seraphim destroyers being double-counted for threat calculations (once as a sub, once as a destroyer)
                        • Improved logic for when naval units decide to attack an enemy, and then some of the attacking force moves into a water zone closer to the enemy (previously this would lead e.g. M28 having 2 destroys vs 1, but retreating both destroyers)
                        • Seraphim destroyers should no longer try and dodge enemy shots while firing (as this led to them cancelling their attack, and so caused a major DPS reduction if the enemy had a cruiser)
                        • Adjusted how subs handle torpedo launchers (to e.g. make it less likely they attack-move an enemy naval factory while taking fire from a torpedo launcher)
                        • Various adjustments to decisions on whether M28 should attack the enemy with its navy when it doesn't outrange them
                        • If M28 has a naval factory and is low on mass its land factories should be less likely to build hover units and amphibious units in response to a nearby enemy naval threat, so that more mass can go into navy
                        • M28's naval units early on should hunt for a potential enemy naval factory (previously they'd assume there was none, due to lack of intel, meaning M28 could establish an early naval advantage and then waste it by leaving its units idle)
                        • Made a (blind) change to Novax targeting logic so M28 assumes it takes at least 1s to kill a unit, given the recent nerf to novax (which I'm assuming means that the novax can no longer switch targets instantly)

                        Acknowledgements

                        • Radde - Setons-like mapgen replay that formed the basis for majority of changes made

                        M27AI and M28AI developer:
                        https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v81-devlog
                        https://forum.faforever.com/topic/5331/m28ai-devlog-v294
                        M28 trophy holders: Radde, Yew (Radde trophy, v309) and Zwaffel (Sladow trophy, v284)

                        1 Reply Last reply Reply Quote 1

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