AI-Uveso (v87). AI mod for FAForever

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Re: AI-Uveso (v86). AI mod for FAForever

Postby Uveso » 24 Jun 2020, 21:24

@saxz:

well, i debugged the Sorian AI and found the issue why Sorian was not building much arties.
It turned out that the Sorian assist function was not finding assisties and started looping.
That was blocking the buildermanager for any platoons with buildpriority 951 or lower.

I already patched the GPG assist function, so i removed the sorian assist function and
patched the existing GPG assist function for sorian special needs.

For testing i also increase the buildprotority for arities extremely. (+1000)

SorianArtyPatch-v3.zip
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Re: AI-Uveso (v86). AI mod for FAForever

Postby saxz » 28 Jun 2020, 11:43

Hi Uveso,

thank you VERY much man for you time and effort to analyze and fix this issue. And can't say, how much I appreciate your work to do this.
I'll gather my mates to try out your new patch and give you feedback as soon as possible 8-)
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Re: AI-Uveso (v86). AI mod for FAForever

Postby Uveso » 28 Jun 2020, 17:16

Hello saxz,

Thanks for testing!

Btw, check your PMs ;)
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Re: AI-Uveso (v87). AI mod for FAForever

Postby Uveso » 16 Jul 2020, 02:21

Update 15.Jul.2020(v87)

- New: AI works now with No-Rush game mode.
- New: A new Priority manager is now changing priorities on build platoons
- Fix: Last move location inside EngineerMoveWithSafePath is no longer ignored.
- Fix: ProcessBuildCommand is now blocking the buildplace for massestractors while the engineer is on its way.
- Fix: Buildconditions no longer return true if omni sensor is not present.
- Opt: ProcessBuildCommand is now respecting SurfaceHeight/TerrainHeight (Water build place).
- Opt: Free engineers are now assisting other engineers
- Opt: Ecomanager reacts a bit faster now on enabling buildings on high energy ECO.
- Opt: Naval structures are now buildable from mainbase without any naval area marker
- Opt: Reworked naval factory and unit builder. Should now build way more naval units.
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Re: AI-Uveso (v87). AI mod for FAForever

Postby EatThePath » 23 Jul 2020, 17:22

Hello, and thanks for this amazing work! A group of friends I play compstomps with found this AI recently and have been having a lot of fun with it. The initial wave of experimentals from an experimental AI is always an exciting scramble.

One quirk I have noticed in those games is that even if nuke launchers are disabled, which they sometimes are in said games, the AI will still absolutely fill it's base with strat defense. This seems less than ideal to me.
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Re: AI-Uveso (v87). AI mod for FAForever

Postby Uveso » 23 Jul 2020, 23:06

Hello EatThePath,

There could be some reason why the AI is building to much nukes.

Maybe you have disabled nukes, but you are using nuke submarines. They also count as nuke launcher even if they can't fire.

Or most likely you have disabled omni view for the AI.
In this case the AI does not know if or how much nuke launcher the enemy has, and it will buld as much defense as it can.
(the adaptive AI can only adapt if you have omni view on. Without it, it will build like the rush AI with a bit less eco for army than the rush AI.)

And also a reason, the AI has lost its commander. Because Omni view is bound to the ACU, the AI will start to build defenses without the commander.

You should also know, the experimental AI can't buils nukes or nukedefenses in the mainbase.
But because its using expansion builders from the adaptive AI, only expansions are able to build nukes or defenses.
So if you use the experimental AI, disable landexpansions, and its no longer able to build buke stuff.

Just in case you can read programmscripts, these are the builder for anti missile defenses:
https://github.com/Uveso/AI-Uveso/blob/master/lua/AI/AIBuilders/Base%20Defense.lua#L664

Just a smal explanation to the BuilderConditions:
Code: Select all
        BuilderConditions = {
            { UCBC, 'UnitsGreaterAtEnemy', { 0 , categories.STRUCTURE * categories.NUKE * categories.SILO } },
        },
This builder will trigger if the enemy has more then 0 (zero) buildings with a nuke category. (only works with omni view on, or it will return always true)

Code: Select all
        BuilderConditions = {
            { UCBC, 'HaveUnitRatioAtLocationRadiusVersusEnemy', { 1.20, 'LocationType', 90, categories.ANTIMISSILE, '<', categories.NUKE) } },
        },
And this ratio builder will build a nuke defense based on the enemy launcher count.
Ratio 1.2 means it will build 4 defenses if the enemy has 5 nuke launchers
(Also only works if omni is enabled)


I hope this helps a bit to understand why the AI is building to much defenses in some cases.
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Re: AI-Uveso (v87). AI mod for FAForever

Postby EatThePath » 23 Jul 2020, 23:23

That's interesting stuff. Generally we might have a few nuke subs or other sources of extra nukes, but not enough to justify dozens of defense silos. But I don't know offhand what the status of the various factors you mention all are in our recent games. It definitely gives me some things to keep an eye out for, thank you for the insight.
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Re: AI-Uveso (v87). AI mod for FAForever

Postby Northern-Newbie » 30 Jul 2020, 19:52

I can only say that this Mod works flawless on some Maps when youre not immediatly rushing it down within Minutes
But it has PRoblems with many MAps that arent just wide and Open and allow for Easy Base Expanding
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Re: AI-Uveso (v87). AI mod for FAForever

Postby Uveso » 30 Jul 2020, 22:25

Northern-Newbie wrote:But it has PRoblems with many MAps that arent just wide and Open and allow for Easy Base Expanding


Does this happen with or without AI waypoint markers ?

Can you give me some mapnames where my AI has problems ?
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Re: AI-Uveso (v87). AI mod for FAForever

Postby EatThePath » 30 Jul 2020, 22:56

After some more play, I've noticed that sometimes the Experimental AI seems to get stuck and builds practically no experimentals despite being in plenty of position to do so. Sometimes they produce tons, with the same settings. Not sure yet if it's tied to specific maps, factions or maybe unit restrictions. Are restrictions a conceivable cause? Such as, it decides to build a Mavor but gameenders are disabled so it just sits around doing nothing?
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