Forged Alliance Forever Forged Alliance Forever Forums 2016-05-29T20:31:19+02:00 /feed.php?f=45&t=12499 2016-05-29T20:31:19+02:00 2016-05-29T20:31:19+02:00 /viewtopic.php?t=12499&p=127703#p127703 <![CDATA[Re: So, I made an AI for FA]]>
When the platoon, as a whole is given an order, the squad designations don't do anything, the platoon will form as you would expect of the whole group, but you can give individual movement orders to the squads, with different formations. Here is a sample command;

IssueFormAggressiveMove( platoon:GetSquadUnits('Artillery'), waypointPath, 'AttackFormation', 0)

Hope this helps answer your question

Statistics: Posted by Sprouto — 29 May 2016, 20:31


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2016-05-29T08:15:01+02:00 2016-05-29T08:15:01+02:00 /viewtopic.php?t=12499&p=127691#p127691 <![CDATA[Re: So, I made an AI for FA]]> https://github.com/HardlySoftly/Forged- ... es.lua#L14

First question mark is one of these:
  • 'Attack'
  • 'Support'
  • 'Artillery'
  • 'Scout'
  • 'Guard'
  • 'Unassigned'
What it does? That's a good question :D So far what I've seen was if I made a platoon with multiple units, and they were in formation(second question mark) unit's that were marked as 'attack' moved in one group, those with 'guard' in second. So that split the platoon into two groups. Problem I had with that was that 'guard' units were usually faster (cruisers, subs, shiels) so they were always in front of 'attack' (destroyers, frigates, tanks).

It should be handeled here? https://github.com/FAForever/fa/blob/develop/lua/aibrain.lua#L2655 So if you feel like investigation what it does and explaining it I'd be happy.


Second question mark is formation. There are currently 3 formations used in FA:
  • 'AttackFormation' - Wide formation
  • 'GrowthFormation' - Compact one
  • 'None' or 'NoFormation' - self explaining
Vannila supcom had more formations. From those I remember: 'ChevronFormation', 'TravellingFormation'. There are all the fancy formations. They do work in FA as well, so if you really want them, feel free to do so, but I agree with GPG here and things that Attack and Growth are more than enough ^^

Statistics: Posted by speed2 — 29 May 2016, 08:15


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2016-05-28T01:28:58+02:00 2016-05-28T01:28:58+02:00 /viewtopic.php?t=12499&p=127637#p127637 <![CDATA[Re: So, I made an AI for FA]]>
Next stop is to add some more sophisticated features, I'm planning on seeing how good I can get it at the desert arena map.

Statistics: Posted by Softly — 28 May 2016, 01:28


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2016-05-27T22:16:34+02:00 2016-05-27T22:16:34+02:00 /viewtopic.php?t=12499&p=127633#p127633 <![CDATA[Re: So, I made an AI for FA]]>
All of it's decisions are based upon it's current assessment of threat. It has a VERY short memory, so very frequent intelligence gathering is an absolute must for the AI. Simply pushing units out onto the map is the reason why the K/D ratio of the AI is so incredibly poor. Without accurate and up-to-date threat values, the AI cannot make good choices about which targets to attack, and which to avoid, with any given platoon of units.

Understanding how the AI collects intelligence information, and how it uses it (ie. - the existing Threat Map) will allow you to bring a higher level of smarts to the AI.

For those that might be unaware, the Threat Map is simply a checkerboard (16 by 16 tiles) that is applied to EVERY map. As the AI sees units in each of those tiles, the threat value for that tile is adjusted. When the AI cannot see a tile, the threat level fades out fairly quickly (between 30-60 seconds). Most of the AI routines (both stock and Sorian) use this map to determine not only targets, but select movement paths, so you can see how vitally important it is.

Statistics: Posted by Sprouto — 27 May 2016, 22:16


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2016-05-27T04:08:47+02:00 2016-05-27T04:08:47+02:00 /viewtopic.php?t=12499&p=127601#p127601 <![CDATA[Re: So, I made an AI for FA]]>
Second Realistic Suggestion(Even "easier" one imo): Teach the AI how to use engies and engineering stations to assist factory production.

Also, I have put some thought into things the FA AI is already good at. Kind of a pros/cons list.

Things AI is good at:
AI is good at expanding; managing many bases at once; taking and controlling the map

Things AI is not so good at:
Micro in any form; skillful eco management; hard teching; using engies to assist factories


Play any match against the AI on a 20x20km map and you'll find that it expands a lot faster than you in every direction. It will most likely take early map control and hold it for a little while. That's because the AI is good at being at many places at once. This would require very high apm and concentration from any good player to replicate. Not to say you won't run it over in 10 minutes when you have 3x the eco and big tech advantage, but that's the point of this thread then isn't it?

Statistics: Posted by Astrofoo — 27 May 2016, 04:08


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2016-05-27T02:12:48+02:00 2016-05-27T02:12:48+02:00 /viewtopic.php?t=12499&p=127595#p127595 <![CDATA[Re: So, I made an AI for FA]]>
Anihilnine wrote:
I can and will do 1,2,3 if someone can show me they can do 4 and 5


4 and 5 are the magic bits though!

Statistics: Posted by Softly — 27 May 2016, 02:12


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2016-05-27T02:08:37+02:00 2016-05-27T02:08:37+02:00 /viewtopic.php?t=12499&p=127594#p127594 <![CDATA[Re: So, I made an AI for FA]]> Statistics: Posted by nine2 — 27 May 2016, 02:08


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2016-05-26T22:10:22+02:00 2016-05-26T22:10:22+02:00 /viewtopic.php?t=12499&p=127583#p127583 <![CDATA[Re: So, I made an AI for FA]]>
Also can I recommend we start with some more realistic suggestions?
e.g. Could you teach this AI to make an air factory? (The answer is yes)

I'm open to contributing to some kind of standard machine learning API for the AI, but if you're going to make suggestions on this front then I'd ask you put some proper thought in first. Giving a list of "1) watch/play games 2) Do magic 3) iterate" won't get us any closer :)

Statistics: Posted by Softly — 26 May 2016, 22:10


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2016-05-26T09:48:04+02:00 2016-05-26T09:48:04+02:00 /viewtopic.php?t=12499&p=127559#p127559 <![CDATA[Re: So, I made an AI for FA]]>
Spoiler: show
Mantises hunt in packs, Commander

Statistics: Posted by zeroAPM — 26 May 2016, 09:48


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2016-05-26T09:11:46+02:00 2016-05-26T09:11:46+02:00 /viewtopic.php?t=12499&p=127557#p127557 <![CDATA[Re: So, I made an AI for FA]]>
1. branch fa lua code, including dump of critical information
2. run the replay with the branched code, dumping out info
3. automate downloading all replays, running them, collating info
4. run machine learning over all that and know how to be awesome
5. construct an AI to use that info and play against real people

1-3 are possible.
4 is interesting.
5 is too ambitious and would never happen.

Statistics: Posted by nine2 — 26 May 2016, 09:11


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2016-05-26T06:39:04+02:00 2016-05-26T06:39:04+02:00 /viewtopic.php?t=12499&p=127555#p127555 <![CDATA[Re: So, I made an AI for FA]]>
Sounds like you need AI with some advanced UI mods to help it do micro :D

Machine learning in FA sounds very complex to me.
Afaik machine learning AI with combination of stealing moves from best players, just managed to master GO and that was kinda big advancement.

Statistics: Posted by ZLO_RD — 26 May 2016, 06:39


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2016-05-26T05:07:13+02:00 2016-05-26T05:07:13+02:00 /viewtopic.php?t=12499&p=127553#p127553 <![CDATA[Re: So, I made an AI for FA]]>
Anihilnine wrote:
I think you're being a little sensitive but whatever.

Machine learning is a cool idea.. Just analyze the replay vault.

But that to me sounds way too ambitious...


I'm not being too sensitive, it was just a stupid remark.

Well the concepts of machine learning aren't really ambitious, as it's just techniques built on-top of each other, so it's just a slow iterative process. The only real hindrance would be what's available for the AI to actually see as I stated previously. I don't think we could really analyze a replay file itself, rather we could just throw it up in ladder and have it learn there, providing both a "player" for others to play against and a way to train the AI. If someone wants to go this route I would love to help, I'm aware of a bunch of AI concepts, but not experienced enough to do this on my own.

Statistics: Posted by Aulex — 26 May 2016, 05:07


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2016-05-26T05:00:14+02:00 2016-05-26T05:00:14+02:00 /viewtopic.php?t=12499&p=127552#p127552 <![CDATA[Re: So, I made an AI for FA]]>
Machine learning is a cool idea.. Just analyze the replay vault.

But that to me sounds way too ambitious...

Statistics: Posted by nine2 — 26 May 2016, 05:00


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2016-05-26T04:49:50+02:00 2016-05-26T04:49:50+02:00 /viewtopic.php?t=12499&p=127551#p127551 <![CDATA[Re: So, I made an AI for FA]]>
Anihilnine wrote:
Its amusing

It's a waste of space

To follow up on my machine learning remark, something as simple as reinforcement learning could be used, the only question is what is available to the AI brain to help train the model.

Statistics: Posted by Aulex — 26 May 2016, 04:49


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2016-05-26T04:34:10+02:00 2016-05-26T04:34:10+02:00 /viewtopic.php?t=12499&p=127549#p127549 <![CDATA[Re: So, I made an AI for FA]]> Statistics: Posted by nine2 — 26 May 2016, 04:34


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