AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v56). AI mod for FAForever

Postby Uveso » 22 Mar 2019, 01:08

Hello Franck83,

thank's for your kind words!

I know that the AI has problems with overwhelming a turtle base.

But i am still only adding platoons to build units.
Next step is adding a better naval build.

After this, i will start to add better attack platoons. At the moment they are just running into the enemy to free up unit cap.

There are 3 ways actually where the AI can hurt a enemybase:

1. Moving an Air experimental over the enemy base and just let it fall down to create air crash damage. (funny to destroy paragons etc this way)
2. Aeon and Seraphim can build teleport SACU's and teleport them into the enemy base.
3. Sending a fleet (minimum 20 units) of brawlers/bombers.
4. Artilleries and nukes are targetting the same target and trying to overwhelm the enemy base defense.

I guess this will be the 2nd year of developing:
Finding more ways to attack the enemy :)

I guess i need at least the next 2 month to make naval as good as land.
It's not only about ships, i also need hover and amphibious platoons for a good naval fight.

Then we can improve the attack behavior :)

Btw, sending more then 2 experimentals in a platoon does not work on maps with small ravines.
They will bumb each other and don't move to the target. Sometimes they get already stucked while leaving the own base...^^
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Re: AI-Uveso (v56). AI mod for FAForever

Postby Franck83 » 22 Mar 2019, 01:13

1. Moving an Air experimental over the enemy base and just let it fall down to create air crash damage. (funny to destroy paragons etc this way)
2. Aeon and Seraphim can build teleport SACU's and teleport them into the enemy base.
3. Sending a fleet (minimum 20 units) of brawlers/bombers.
4. Artilleries and nukes are targetting the same target and trying to overwhelm the enemy base defense.


If AI send teleport SACU that would be awesome :D ! Very nice roadmap !
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Re: AI-Uveso (v56). AI mod for FAForever

Postby Uveso » 22 Mar 2019, 01:39

No roadmap, those 4 ways are already implemented.

The AI is already teleporting SACU's.
At least 3 at the same time.

Depending of the eco it can teleport up to 12 SACU at the same time.

If an teleport platoon is formed, it will first check if all SACU have teleport function.
If not, they will be enhanced and assisted from the other platoon units for faster upgrade.
If all units have the teleport enhancement they will teleport. (needs 30000 energy for 3 units)

Of course the teleport function is scanning for anti teleport towers (BlackOps unleashed mod) and will teleport to an unprotected area. :)

If you want a fast look into the code, here it is:
(SACUTeleportAI)
https://github.com/Uveso/AI-Uveso/blob/ ... .lua#L2614

[Edit] The AI needs a unitcap of 750 to have free SACU's for a teleport task.
Other ACUS's are repairing shields. I will change this later ^^
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Re: AI-Uveso (v56). AI mod for FAForever

Postby iTzCascadexX » 22 Mar 2019, 16:04

Hey Uveso! Nice updates so far :)

This might have been a fluke because of the mods we were running, however the Swarm AIx seems to freeze after a while. After reaching (mostly) Tech 3/4, the AI grouped all of its units (up until unit cap of 1500) in or around its base. I don't have a replay or log of it because I thought it was a fluke moment as said earlier, however we were running:

AI-Uveso (duh)
Resource Rich x3
Build Rate x2 (I suspect this and the above mod might have caused the AI to freak out, it was primarily to help us defend against the initial onslaught of units)
Nuclear Repulsor Shields

The AI builds experimentals as expected, however doesn't really use them at all, he only built one Repulsor Shield and didn't build ANY support commanders at all (to which I presume, based off of the other sub AI's, would use primarily for experimental construction). We played on Seton's Clutch (as we normally do for new debuting sub-ai's because map markers) for this test, the AI had an abundance of resources at its disposal.

I'm not exactly sure what caused the AI to stop sending units. He continued to build structures after we destroyed them, though. Even when we built TML's within a 10-20 second walking distance, he didn't react to them.

I wish I had some screenshots or a log/replay of sorts, but if it is ever replicated, I will make sure to post in the future.

Regards.
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Re: AI-Uveso (v56). AI mod for FAForever

Postby iTzCascadexX » 22 Mar 2019, 16:08

Franck83 wrote:That's nice !

I really love the way AI uses the Air. Very reactive !
It sniped my ACU when i made a slight move out of any shield (so well done ;)).

Some feedback from how AI fight against human players.

Maybe one way of improvement is how AI deals with human players who make some advanced turtle bases (full of shields, a lot of tech 3 defenses UEF ravagers). Simply the AI can't break this kind of strategy. It keeps sending small group of harassing units but not strong enough to break the defenses. Maybe adding some kind of evaluation of the base, then send an amount of striker accordingly. Or maybe by using units that outrange defenses (artillery...) forcing the human player to attack. Using more experimentals may be a viable solution too (if 1 or 2 experimentals fail to break the defenses, why not sending a group of more ?)

Anyway, playing vs uveso AI is much funnier that vanilla one !


Adaptive is good at this, especially depending on its cheat modifiers. Higher cheat modifiers usually yield in larger groups of units/experimentals heading toward your base at once. If you defend harder, it attacks harder, if you build more units, it will build more factories. It can, at times, be a very aggressive AI in certain situations. I often find it impossible to turtle effectively as he tries to suicide units at high profile targets (paragons, Resource Generators, Repulsor Shields if using Nuclear Repulsor Shields mod) or units that you're constructing.

Have you played around with higher cheat modifiers yet?
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Re: AI-Uveso (v56). AI mod for FAForever

Postby Franck83 » 22 Mar 2019, 17:57

iTzCascadexX wrote:Have you played around with higher cheat modifiers yet?


I usually play at 1.6x / 1.7x cheat 375 units, 3 humans vs1 Adaptative AIx for a balanced game.
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Re: AI-Uveso (v56). AI mod for FAForever

Postby iTzCascadexX » 22 Mar 2019, 18:09

Franck83 wrote:
iTzCascadexX wrote:Have you played around with higher cheat modifiers yet?


I usually play at 1.6x / 1.7x cheat 375 units, 3 humans vs1 Adaptative AIx for a balanced game.


The low unit count *might* explain why there's not as much strong aggression. I assume you play with your own mod that you develop, hence the low count. I usually have mine at around 1500-2000 and the level of aggression is higher.
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Re: AI-Uveso (v56). AI mod for FAForever

Postby Uveso » 22 Mar 2019, 18:16

Hello iTzCascadexX,

the last version of my mod is not compatible with the last swarm AI mod.
You need to wait for the next Swarm AI mod update i guess.

Sorry for this, but Swarm AI was destructive hooking some functions and i need to remove them from the hook.
I added some remarks to my programmcode for the swarm AI author to explain why i did it and how it can be fixed.

Maybe he will contact me and we can work together on a better solution.
(Thats why i added a swarm sub AI ^^)
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Re: AI-Uveso (v56). AI mod for FAForever

Postby iTzCascadexX » 22 Mar 2019, 18:39

Uveso wrote:Hello iTzCascadexX,

the last version of my mod is not compatible with the last swarm AI mod.
You need to wait for the next Swarm AI mod update i guess.

Sorry for this, but Swarm AI was destructive hooking some functions and i need to remove them from the hook.
I added some remarks to my programmcode for the swarm AI author to explain why i did it and how it can be fixed.

Maybe he will contact me and we can work together on a better solution.
(Thats why i added a swarm sub AI ^^)


Oh, no, I wasn't running the Swarm for AI mod, I was using your Sub AI Swarm on its own. Does it require the Swarm for AI mod to work properly?

If so, interesting. If not, still interesting.
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Re: AI-Uveso (v56). AI mod for FAForever

Postby Uveso » 22 Mar 2019, 21:23

No, my Swarm Sub AI don't need the swarm AI mod.

It will maybe just support the mod in the future.
I don't know it exactly, because i don't have any contact to the author of the swarm AI mod.

Maybe he is reading this, and contact me here or via PM ? :D
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