My understanding is not currently, but Marlo's been working on steam compatibility differences to FAF so it sounds feasible that LOUD compatibility could be reached
Posts
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RE: SC: FA (Moho) engine sources
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RE: M28AI Devlog (v328)
v328 Update
10 changes mostly relating to low mex map tweaks, including:- Fixed an issue with Seraphim and Aeon ACUs not getting a blackops gun upgrade
- Added more variety to M28's low mex build order choices in teamgames
- T1 PD should be less likely to be built on low mex maps.
- Used a more detailed method of assessing if T1 arti should retreat from enemies
Acknowledgements
- Shazbot - Highlighting a bug with M28 not getting blackops ACU upgrades
Trophy award
- Malitarh and Lazert - beating M28 1.5 AIx in a 2v2 (although I may end up tweaking the Sladow trophy to require it to be a 1v1 award only as it was in part prompted by Sladow beating M28 1v1, whereas the Radde trophy was prompted by teamgames against M28)
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RE: M28AI Devlog (v328)
@Malitarh Unfortunately analysing from what point a unit whose shots are currently blocked would be able to move to in order to hit the target, while still being at max range, would likely be very cpu intensive to implement.
It might be possible with the fatboy since as an experimental it's typically built in small numbers, but unfortunately the recent faf patch means I wouldn't be able to do the analysis required to consider further
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RE: M28AI Devlog (v328)
@Malitarh Not sure I understand your first point. Is it that the fatboy is firing at something that is blocked by a cliff? If so then this can happen, as unless M28 is comfortable there is almost no threat it will be cautious with the fatboy and not want to move it closer to a target
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RE: M28AI Devlog (v328)
v327 Update
19 changes, including:- Various adjustments to M28's approach to low mex map to add a bit of variety to the initial build order and greater aggression
- Fixed a bug relating to where to place a PD (which could cause issues on some more unusual maps with narrow pathable areas)
- Adjusted land scout logic so the first land scout in a zone should support longer ranged units in that zone instead of moving to a different zone.
Acknowledgements
- Marlitarh - Replay on a map with 0 mexes which highlighted a flaw with M28's assumption it'd have at least 1 mex to upgrade in a game
Trophy award
- Marlitarh - for beating M28 1.5 AIx on a no mex map (assumed - the replay stopped before the end and I was on linux at the time so couldn't run the local replay uploaded, but it was clear from the replay that M28 was headed for a likely loss)
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RE: M28AI Devlog (v328)
@Malitarh For future reference if playing offline then the replay should be saved as LastGame.SCFAReplay against your profile name (I don't have the normal location to hand though as I use linux now, but it's probably ...Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/replays/[Profile name])
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RE: M28AI Devlog (v328)
v326 Hotfix
Fixed a bug introduced in the last version relating to naval factories -
RE: M28AI Devlog (v328)
@chris12 Do you get the issue with just M28 (and no other mods) enabled (e.g. it looks like a couple of other sim mods are enabled as well from that log)? And if so, does it load fine without M28 enabled at all?
Also enable the FAF debugger as it may give more information in the log to help figure out the cause and/or be of help if you post to the technical support forum in discord
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RE: M28AI Devlog (v328)
v325 Update
7 changes, including:- M28 should try and build its first/main naval factory with more clearance around it so it's less likely to have T3 units get stuck
- Fixed a bug with the land combat logic that was double-counting enemy threats in some cases leading to M28 being over-cautious (when not able to kite the enemy)
- Land factories should build more engineers if M28 has a T3 mex in the zone without mass storage
- ACUs should consider if they have TMD coverage before cancelling an upgrade when spotting an incoming TML missile
Acknowledgements
- Fearghal - Highlighting M28's naval factory issues on Adaptive Bloob
- Malitarh - Replay with M28 cancelling upgrades repeatedly due to TML missiles that it wasn't threatened by
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RE: M28AI Devlog (v328)
@Malitarh Thanks, checking the replay the enemy AI kept trying to TML M28's ACU when it was upgrading, so it'd cancel the upgrade and move the ACU when it could see the TML missile approaching. However I can refine slightly so it considers if it has TMD that will block the missile.
Mass storage not being built would've been that M28 didnt have many engineers in its core base as it was focusing on building units since its base was under near-constant attack (and those engineers it did build had more urgent issues to deal with), but I'll look at having T2 land factories build a few engineers even where it has a T3 HQ if it's lacking storages for a t3 mex.
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RE: M28AI Devlog (v328)
@Malitarh I don't have access to the replay file (I requested access to it at the time)
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RE: AI vs AI Tournament series
Now updated with results for the SCTA mod (i.e. M28 using CORE or ARM, vs the SCTA AI)
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RE: M28AI Devlog (v328)
v324 Update
8 changes, mostly relating to SCTA, including:- Adjusted SCTA build order to build wind turbines, and prevented mine layers being built
- SCTA T2 tactical nukes can be fired by M28
- Added a limit on how long transports should wait to load more engineers before moving out
- Low mex map logic shouldn't be applied to sub-5km maps that have more than 2 mexes per player
Acknowledgements
- Malitarh - replay on sub-5km map where M28 played poorly (note I need access to the other replay where the ACU was locked in an upgrading-cancel upgrade cycle to look into that issue)
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RE: M28AI Devlog (v328)
Thanks, I'll make a note to have a look. Generally though AIs are much easier to beat on smaller maps compared to larger maps, one reason being players will usually be better with microing their ACU and have fewer parts of the map to focus on at once
e.g. I'm around 1k rated 1v1 and can comfortably beat M28 on 5km maps, but on 10km maps can only occasionally win. -
RE: M28AI Devlog (v328)
v323 Update
28 changes, mostly from a dual gap replay and some typos highlighted by Azrael and c04spoon, including:- Dual gap eco slot should be more likely to build a game-ender instead of T3 arti (since T3 arti if built in the rear of the base can't hit much)
- Asfs should be better at protecting T3 arti from strat snipe attempts
- Land combat units should, if outranged, be less likely to suicide into the enemy
- 18 reference/typo fixes to various parts of M28. Since these didn't result in errors previously I expect most will relate to niche parts of the code that rarely trigger.
Acknowledgements
- Azrael and c04spoon - linking to separate changes made which amongst other things contained fixes for reference/typo errors
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RE: M28AI Devlog (v328)
@Malitarh Thanks for the feedback! Unfortunately I'd need a working replay to debug the scenarios you described (as I don't think it's likely I could easily reproduce them from the description).
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RE: Monthly AI Tourney Series
10km twin rivers ai vs ai tournament results now up:
https://forum.faforever.com/topic/9755/ai-vs-ai-tournament-series -
RE: AI vs AI Tournament series
AI tourney: 10km Twin Rivers
Since the vote on the next map for the tournament was tied between twin rivers and white fire, I decided to go with Twin Rivers.Each AI faces off against M28AI in a 1v1 on Twin Rivers to see what AIx build and resource cheat multiplier it needs to win half of its games.
Setup
M28AI will fight against the enemy AIx using mirrored factions. Based on how heavy the win/loss the AI modifier gets adjusted to try and quickly arrive at the AIx modifier that means half of games get lost and half get won; in some cases where significant factional differences are suspected or I have the patience to run more games, games will be run with each faction to identify the lowest modifier required with that faction for the AI to win. Results will then be displayed for the estimated modifier (e.g. if an AI wins with a 1.2 modifier with 3 factions, but a 1.1 modifier with 1, then it is assumed the 3 factions would draw with a 1.15 modifier, and the other faction would draw with a 1.05 modifier, meaning it's shown with a modifier of 1.125, i.e. (1.15*3+1.05)/4.Changes to AI
Since the last tournament there have been minor updates to M28AI and RNGAI, and more interestingly a new AI mod is on the FAF vault, currently on v102, called Vanguard AI.
See the 5km tournament for details on other changes made in the previous 3 years
The results
Summary
AI Name | AIx modifier needed to win half of games |M28AI 1.0 M28Easy 1.0625 M27 1.0625 RNG Standard 1.175 DilliDalli 1.25 LOUD 1.375 SCTA 1.45 Sorian Edit 1.475 Adaptive 1.6 Uveso Rush 1.6 Steam: Sorian Adaptive 1.65 Vanguard 1.7 Sorian adaptive (FAF) 1.825 Steam: Nutcracker 1.8625 Steam: Adaptive 1.925 Swarm terror 2.375 Detailed results
The full results including the data used for the above graphs can be seen in the Data worksheet of the following file:Other Observations
- M28 was generally hurt by going for navy on one of the ponds, with a significant mass investment for minimal benefit
- AIs with high modifiers would typically win with nukes or an early experimental
- M28 was able to win and hold both plateaus in almost every game it won
- Land played a significant role with air generally not having much impact unless an early air experimental from a high AIx modifier, or M28 using gunships defensively
- Swarm's poor performance (most AI would be expected to require a lower AIx modifier the larger the map) appeared due to not building/using anti-air units effectively until late in the game allowing M28's gunships to attack its tanks with impunity
- Games on LOUD would generally go on far longer than on FAF (despite it being a 10km map which I thought might be enough to mean shorter games - I was curious whether LOUD's typically long game times are due primarily to its preference for 20-40km map sizes). My guess is a significant part of the reason for the long game times is the effectiveness of shielding (e.g. no shield damage overflow and rapid recharge times meant M28 in one game built more than 8 T3 artillery before it could break through T3 shields, in another game a mavor and 3 T3 arti were not sufficient for it to break through)
- I've updated the 5km tournament results to include the new Vanguard AI, and also to re-run all the steam results in case they were affected by a subsequent bug discovered that could cause AIx overwhelm settings to be enabled and adjust resource multipliers (however the steam results only changed marginally so the bug didn't appear to have had a significant impact)
- The average AIx modifier on twin rivers was 1.57, compared with 1.9 for Theta Passage. Such a decrease is expected since as the map size increases ACUs have less impact, it takes longer for land units to reach the enemy (so greater risk of being defended and/or out-teched by the units they meet), a greater proportion of mexes tend to be outside the core base (meaning greater benefit from the initial expansion boost provided by a build rate modifier), the economy (and hence resource modifier) generally plays a bigger role due to this, and high impact units that can end the game without significant investment to defend against them (like a land experimental or a nuke built with a build rate modifier) become much easier to build (more resources, and more time).
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RE: M28AI Devlog (v328)
v322 Update
32 changes, including:- Asfs should do a better job at protecting game-enders from enemy strat snipe attempts
- ACUs should be more likely to run if they represent only a small amount of the total allied or enemy threat (due to the risks of being easily focused down)
- Reduced naval factory assistance in low value ponds
- Various late-game changes, including optimising an issue that could cause the game to pause for half a minute when M28 started building a game-ender
- Various LOUD specific changes
Acknowledgements
- Relent0r - replay vs M28Easy (following which I made M28Easy less likely to build sniperbots since it doesnt kite with them)
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RE: M28AI Devlog (v328)
v321 Update
16 changes based on a Radde 5km land replay, including:- ACU should be more aggressive when injured if it has a personal shield
- Land scouts should stay closer to ACUs so theyre less likely to fight an enemy ACU they cant see
- Once M28 reaches T2 land it should be even less likely to build T1 land units (or more t1 land factories)
- When looking for nearby enemies to run from, zones adjacent to the current zone should be considered in some cases (let me know if games are significantly slower following this change)
Acknowledgements
- Radde - 5km land mapgen replay beating 1.5/1.0 M28