AI-Uveso (v87). AI mod for FAForever

Moderator: Uveso

Re: AI-Uveso (v63). AI mod for FAForever

Postby Uveso » 23 Apr 2019, 11:53

relent0r wrote:At around 6:25 on each map all the starting wreckage vanishes.


Yes, thats right!

Code: Select all
v54 (16.Mar.2019)

- New: Reclaimables will be destroyed after 5 minutes for better sim speed. (Testing; maybe for another mod...)


The AI is scanning wrecks every 10 minutes and delete wrecks that are older then 5 minutes.

There are some options we can do here:

1. Increasing the lasting time of wrecks to 10+ minutes.
2. Don't delete wrecks that are present at game start.
3. Remove the function completely. (it's still just a test and not needed for the AI itself)

So what you think ?

PS: the adaptive and overwhelm AI are building to much mobile units at the moment.
(they are using the AI-Rush builder accidentally. I messed this up with the last update^^)
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: AI-Uveso (v63). AI mod for FAForever

Postby relent0r » 23 Apr 2019, 22:09

Uveso wrote:
relent0r wrote:At around 6:25 on each map all the starting wreckage vanishes.


Yes, thats right!

Code: Select all
v54 (16.Mar.2019)

- New: Reclaimables will be destroyed after 5 minutes for better sim speed. (Testing; maybe for another mod...)


The AI is scanning wrecks every 10 minutes and delete wrecks that are older then 5 minutes.

There are some options we can do here:

1. Increasing the lasting time of wrecks to 10+ minutes.
2. Don't delete wrecks that are present at game start.
3. Remove the function completely. (it's still just a test and not needed for the AI itself)

So what you think ?

PS: the adaptive and overwhelm AI are building to much mobile units at the moment.
(they are using the AI-Rush builder accidentally. I messed this up with the last update^^)


ah that'll teach me to read the release notes better.
Personally I think the wrecks that are present at game start needs to stay as they are used tactically in the first 15 mins. But I can see why you'd want this functionality present.
I would say keep the starting wrecks if possible and extend the time for deleting existing wrecks from battles to 10mins. Then the longest you'd have a bunch of wrecks staying there is 20 mins which is short enough for the people who use the ai for big long games and long enough for the people who aggressively reclaim after battles.
relent0r
Avatar-of-War
 
Posts: 64
Joined: 30 Dec 2018, 23:22
Has liked: 1 time
Been liked: 6 times
FAF User Name: relentless

Re: AI-Uveso (v63). AI mod for FAForever

Postby Uveso » 24 Apr 2019, 03:43

relent0r wrote:I would say keep the starting wrecks if possible and extend the time for deleting existing wrecks from battles to 10mins. Then the longest you'd have a bunch of wrecks staying there is 20 mins which is short enough for the people who use the ai for big long games and long enough for the people who aggressively reclaim after battles.


Yeah, sounds reasonable.

Now the initial wrecks have a lifetime of 30 minutes and all other wrecks 10 (10-12) minutes.
Because the function is running every 6 minutes its not exactly 10 minutes.
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: AI-Uveso (v64). AI mod for FAForever

Postby Uveso » 24 Apr 2019, 17:02

Update 24.Apr.2019(v64)
- Fix: AI adaptive and overwhelm are back to normal unit build instead of rush platoons.
- Opt: Reclaimables will now be destroyed after 10 minutes. initial reclaim (from map) will last 30 minutes.
- Opt: Start area expansions will now build more factories and units.

I also added the "Easy AI" to the SUB AI list.
It's now building some units, denfing its base, but does not attack over the middle of the map.
Good for beginners or for testing.

And i changed the descripton for the Overwhelm AI in the first Post.
(like Adaptive but increases cheat/build factor by time)
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: AI-Uveso (v64). AI mod for FAForever

Postby relent0r » 26 Apr 2019, 00:30

Thanks Uveso, the reclaim change is much nicer.

What sort of scenarios make experimentals return to base? Specifically land ones. Have noticed a few times where they will come out, kill a single target then return to base. I had one come right up to the front of my base, kill some static defenses then turn around and walk most of the way back ignoring units shooting it. This is with omni enabled so they should be able to find new targets happily. Is it the LandAttackAIUveso function which is handling this logic?
relent0r
Avatar-of-War
 
Posts: 64
Joined: 30 Dec 2018, 23:22
Has liked: 1 time
Been liked: 6 times
FAF User Name: relentless

Re: AI-Uveso (v64). AI mod for FAForever

Postby Uveso » 26 Apr 2019, 11:56

Well, experimentals are mostly runing as a duo platoon. Means 2 experimentals are forming a single platoon.

If one experimental(1) is runing to the enemy base but the second experimental(2) is stucked somewhere, then after killing a target the 1st experimental(1) will return
to the center location of the platoon. The center is the middle between those two experiementals. This would look like returning to the base.

In case the experimental can't find any assigned targets then it should fallback to a suicide mode and attack everything nearby.
This is a new function since V64 and included inside LandAttackAIUveso and InterceptorAIUveso.

There is also a enginebug where we have a targetentry but the target is already destoyed.
So we have an enemy position but no enemy at this position.
In this case the platoon is returning to the nearest base to waiting for a new/valid target.

If you want to know what platoon/targetfunction a unit is using, enable the debugoption "AI Platoon names":

Set "AI Platoon names" to "AI Uveso names"
This will rename all platoonunits to platoon name and platoon lua function.

As example:
U123 Unprotected Land 1 2 (LandAttackUveso)

U = All platoons inside my AI starts with an "U"
123 = This platoon can be formed with tech 1, tech 2 and tech 3 units.
Unprotected Land = the goal of this platoon. Infotext etc.
1 2 = This platoon has a minimum of 1 unit and a maximum of 2 units.

There are 4 platoons for land experimentals declared in "Mobile Experimental-Land.lua":

PanicZone:
"U4 Land Experimental Formers PanicZone" (InterceptorAIUveso)
https://github.com/Uveso/AI-Uveso/blob/ ... d.lua#L173

MilitaryZone:
"U4 Land Experimental Formers MilitaryZone" (LandAttackAIUveso)
https://github.com/Uveso/AI-Uveso/blob/ ... d.lua#L205

EnemyZone:
"U4 Land Experimental Formers EnemyZone" (LandAttackAIUveso)
https://github.com/Uveso/AI-Uveso/blob/ ... d.lua#L238

Unit Cap Trasher:
"U4 Land Experimental Formers Trasher" (LandAttackAIUveso)
https://github.com/Uveso/AI-Uveso/blob/ ... d.lua#L282

Hope this helps.
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 28 Apr 2019, 19:41

Update 28.Apr.2019(v65)

- Fix: A bug inside buildconditions was preventing the GPG AI from upgrading extractors.
- Opt: Added an additional strategic missile defense in case Seraphim enemy has build a Yolona Oss (experimental nuke)
- Opt: Added builder to surround extractors with mass storage.
- Opt: Added builder for Tech3 Massfabricators.
- Opt: ACU will go closer to main base, before starting any enhancements.
- Opt: Engineers will return earlier from expansions to the mainbase.
- Opt: Tech2 land and air factories will no longer upgrade to tech3 at the same time. (first land, then air)
- Opt: Reduced the amount of SACUs for the shieldrepair platoon. So the AI can use teleport SACUs earlier.
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: AI-Uveso (v65). AI mod for FAForever

Postby PhilipJFry » 28 Apr 2019, 20:19

you might want to run some test games with your ai and check for how many factories it builds (ran a test game Uveso adaptive vs sorian adaptive where your ai kept building more and more factories while not building stuff in half of them in the first place)
cats>dogs
post logs
User avatar
PhilipJFry
Supreme Commander
 
Posts: 2635
Joined: 23 Mar 2016, 21:16
Location: Austria
Has liked: 232 times
Been liked: 348 times
FAF User Name: PhilipJFry

Re: AI-Uveso (v65). AI mod for FAForever

Postby Uveso » 29 Apr 2019, 04:36

It depends how high the max unit cap is.
2.4% of the unitcap is reserved for land factories.

If you set a cap of 1000, then the AI will build 24 land factories.
(can be higher if the enemy has more)

Not all factories are in use. They are meant as a reserve for panic builders or for the case that some factories are destroyed.

Also the adaptive AI will stop building units if the unitratio versus the enemy is to high.
If you destroy all land units from my AI then all factories will produce units to keep up with the unitratio.
User avatar
Uveso
Supreme Commander
 
Posts: 1788
Joined: 11 Dec 2015, 20:56
Location: Germany
Has liked: 70 times
Been liked: 291 times
FAF User Name: Uveso

Re: AI-Uveso (v65). AI mod for FAForever

Postby relent0r » 30 Apr 2019, 05:12

Uveso wrote:Update 28.Apr.2019(v65)
- Opt: ACU will go closer to main base, before starting any enhancements.


Is the distance based on a radius from the main base? e.g if there is a small mountain blocking the acu from the base when it believes the distance is 50 then the actual distance from the base is higher from a time to retreat to safety perspective. I see this happen a bit where the ai won't technically be far away from its base but when its HP drops below the treshhold it can't retreat in time.

One other thing, do you have anything for dealing with walls? I remember Sorians used to send engineers to reclaim it, I'm guessing the ai can't just fire at it when its blocking a path it wants to take.
relent0r
Avatar-of-War
 
Posts: 64
Joined: 30 Dec 2018, 23:22
Has liked: 1 time
Been liked: 6 times
FAF User Name: relentless

PreviousNext

Return to AI modifications

Who is online

Users browsing this forum: No registered users and 1 guest