Thursday, April 12, 2012

Good late game AI?

[:1]Hey Guys,



I have a question regarding AI mods, specifically Sorian AI version 2.0



Me and 2 friends often have lan-games in which we like to play cooperatively against the AI. After playing a few games it seems that if we survive the first few waves of enemies and the few experimentals that are sent to our base, we can usually just sit it out, gather resource, make a few experimentals and attack the enemy, usually wiping them out without much resistance.



What we notice with the sorian AI is that after the first few waves which can be pretty lethal if its a cheating AI, we can just keep turtling up and even though the enemy has MUCH more resources then we do, after a time they just stop building experimentals and just sends waves of the same unit.



We tried this with different versions of sorian AI even with different computers and also different types of AI yet often we get the same effect of having the AI's effectiveness reduced drastically in late-game.



Is there anyone here who notices the same and knows an AI that doesn't have this problem? Or might it be something else?|||Its a know issue also Sorian 2.0.0 to some people is easier then Sorian 1.9.9d so you and your friends could try that version of the mod.



You could also try Duncan's AI|||The best results as far as I have seen is if Sorian and Duncan's AIs are used together in a team. You could for example combine a Sorian Rush AI with a Duncan Land AI. This helps a bit as both AIs behave differently.|||Der_Donnervogel_

What is an AI marker?

[:1]Googling didn't provide a clarification.
What is it for, what does it do, and how is it used? Thanks.|||I think you know the AIs in Sc or FA... Like AI turtle... Or AIx.
This what you mean is a tool where you create your own AI with their intelligence and much more.
I hope that's enough.

---
Prince|||Prince|||If you are talking about the map select screen, than that option is not there by default.
That option was added to my Lobby Enhancement Mod so that you could filter maps that either have or do not have the markers necessary for the AI to function properly.|||sorian|||I believe it has something to do with the way the AI plays on a map, like what to do and stuff|||Old post, but gives you an idea: viewtopic.php?t=33542|||sorian

[FA] Can AI use custom factory to build units???

[:1]Can any way make AI use custom factory to build units??just like the normal T3 factory
I also hope the way can also make AI use Aircraft carrier to build Aircrafts
Please give me a Example, I have lost too many times, thanks very much.

[FA][IDEA] Point Defense AI Evolution

[:1]The modification for Forged Alliance described herein will hopefully be feasible without too much difficulty. If you feel that this thread is in the wrong place, or that there is already a thread or mod that deals with this idea in particular, please say as much so I can ask a mod to delete/move it.
The inspiration for this mod:

Point defense systems will always target the first unit to enter into it's range of fire, regardless of any other condition. I propose that this is an inefficient setup, as this causes all guns in a local area to focus fire on single units, one at a time, allowing mass rushes to easily defeat most moderately sized ground or anti-air defenses.
The desired effect of this mod:

I propose that when a defensive structure targets an enemy unit, it 'tags' that unit, flagging it as secondary priority to all other point defenses. The result will be that as units come into range, they will each be targeted by a separate point defense structure, hopefully providing a better defense by streamlining enemy annihilation.
There should be a split-second period where one gun will wait for another target to appear for targeting after another gun has already selected the target it was realigning to shoot at, so as to prevent artificial 'jamming' as guns may attempt to and abort targeting repeatedly otherwise.
Example in action:
__4_5_6
__1_2_3
____B
__A___C

Guns A, B and C are protecting a mass outpost in a wedge formation, when enemy units 1-6 approach in a roughly block-like formation.
Gun B targets unit 2 and flags him as low priority to the system, so when unit 2 survives the first few rounds and continues forward into the ranges of guns A and C, they do not attack unit 2, as units 1 and 3 followed unit 2 and are now also in range, prompting gun A to target unit 1 while gun C targets unit 3, as each target is relatively closer to its respective gun.
By the next moment, unit 2 has been destroyed, but units 1 and 3 are still intact, while units 4, 5 and 6 are now in the range of fire of gun B, prompting the system to randomly select one of these units as the target for gun B. Let's assume gun B targets unit 4, randomly.
Now in the next moment, both units 1 and 3 have been destroyed roughly simultaneously by guns A and C, allowing them to target a new enemy unit for destruction. Now units 4, 5 and 6 are in range of guns A, B and C, yet gun B has already targeted unit 4, flagging it as secondary priority, prompting guns A to target unit 5 while gun C targets unit 6.
Another second passes, and gun B has finished obliterating unit 4. Now both units 5 and 6 are in the range of fire of gun B, but these units have been flagged as low priority. Normally this would prevent gun B from firing on these units, but gun B has no target of its own to take first priority, and so randomly selects unit 6 as its next target, joining gun C's fun.
A half-second of mayhem moves into the past, and the combined force of guns B and C have destroyed unit 6, while unit 5 still lives, albeit only a step from death's door.
Now guns A, B and C can target unit 5, and lacking a target of their own, this leads to all three guns focusing fire onto unit 5 until it is destroyed.
Staggered Scenario:
____4
__2___3
____1
__A_B_C

Now using the same rules of behavior as established in the above wall of text, I will example a behavioral exception.
When unit 1 approaches, it comes into the range of fire of guns A, B and C. Gun B claims unit 1 as its target and flags it as low priority, but guns A and B have no priority target, and so focus fire on unit 1 along with gun B.
Now assuming unit 1 survives this assault for the next second, this brings units 2 and 3 into range of the guns while all three guns are still occupied. The solution for this situation is that gun B, having attacked it first, maintains priority on unit 1, while guns B and C deselect unit 1 and realign their targeting systems on units 2 and 3 respectively, flagging them as low priority while they pick them apart.
As the units move forward, unit 1 has been destroyed by gun B, while unit 4 has come into range of the three guns. Having their own targets already, guns A and C ignore unit 4, while gun B ignores units 2 and 3 in favor of the non-flagged unit 4.
The above rules of behavior continue as in the previous example.


Possible Alternative or Additional Rules of Behavior:

Experimental Assault:

____@
__1___2
____3
__A___B

The symbol '@' represents an experimental.
This scenario would follow the previous two examples in terms of rules of behavior, with the following exception that:
>All guns immediately disregard their own targets and target the experimental unit when it is in range.
>All guns will target the experimental unit once their current target is destroyed, disregarding any other units in range.
Multiple Scenario:
__@__@__@
__A___B___C

Guns A, B and C are all in range of the three experimental units. Exceptional behaviors could be:
>All guns focus fire on one experimental at a time.
>Each gun takes an experimental for itself.
Recognition Software Possibility:
____@_@
___3__3__3
___2__2__2
___1__1__1
___ABC_ABC

Where numbers 1, 2 and 3 represent tech 1, 2 and 3 units respectively, but only in this example.
Where letters A, B and C represent tech 1, 2, and 3 point defenses respectively, but only in this example.
The exceptional behaviors in this scenario could be as follows:
>guns A will individually target units 1 as according to normal rules of behavior, but will focus fire on units 2 and units 3.
>guns B will individually target units 1 and units 2, but will focus fire on units 3.
>guns C will individually target units 1, units 2 and units 3, but will focus fire on experimental units.

Fairy Tale Scenario, a not-so-likely/easy and not required mod addition:
Programmable Behavioral Templates
In which groups of turrets can be given a prepared and personalized template of behaviors, such as targeting artillery and missile launching units first, or focusing fire on engineers when they appear, and more.|||Sounds interesting to me! :)|||Yep to me too, very interesting, but will this see the light of day sometime ?|||Sounds interesting but I dont think this would be easy to make.|||My god, I got replies!
Myself, I think that it would be easy to make if you already understood the AI code, but would result in a lot of persistent bugs and debugging.|||Sounds like BulletMagnet's Over Kill Control...
Mike|||OrangeKnight|||I just tried searching for said mod to compare ideas, but no dice.
Could someone provide a link, please?|||Stickies, they are a wonderful thing.
Mike|||EDIT: whoops, Orangeknight had everything under control, so I'll just add a note on UOKC; there is a massive bug which prevents half the land units from firing. Read Bulletmagnet's code with this in mind.

[REQ-FA] Ordos AI

[:1]I have been trying to get a good, but basic AI for my faction mod working on my own, but its bugging me. I dunno which files to edit (And the ones I tried make the 'Launch' button in Skirmish not work anymore).
So I was wondering, if someone would be so kind as to make a basic AI for my new faction? It wouldnt have to be epic like sorians, or duncanes... I just wanted something so my ACU wouldnt be so useless if the AI had its own XD|||im new
i want too make my own faction mod too but i think i will start by learning lua code and scripted ai in supreme commander and arma 2 good luck if you no what tools i might need too make my own faction in supreme commander fa let me know cause ive been eyeballing some units in dawn of war soulstorm as a good joke of course|||zurn5000

Need help with AI on its use of navy.

[:1]First I am new to this forum and this is my first post here.
Now my problem with the Forged Alliance AI ok am using “Duncane's FA AI” viewtopic.php?f=30&t=23929 and am using the Naval AI is that it will make a navy aka build T3 Battleship, T3 Strategic Missile Submarine and T2 Cruiser and so on… but the AI never moves their naval units out of the base or try to attack something. Now this is only happen right now on maps I made using HazardX “Unofficial Supreme Commander Map Editor v0.471 BETA” viewtopic.php?t=697 . Something else one map I made size is 10km x 10km and the AI on that map did move its naval units out and want on the attack. So any help with making the “Duncane's FA AI” on maps I make using HazardX map editor go the attack would be appreciated. Lastly I have never seen “Duncane's FA AI” or the Forged Alliance AI make T3 Aircraft Carrier.
Next dose anyone knows how to make the Sorian AI Mod for Supreme Commander: Forged Alliance Current Version: 2.1.1 (6-5-10) viewtopic.php?f=30&t=22908 “Sorian Water” AI build T3 Strategic Missile Submarine, T3 Aircraft Carrier, Seraphim T3 Submarine Hunter, and T4 water Experimental unit. Or create a new Sorian AI that will make these naval units.|||Does any one know what I need to change in the “lua” folder after I unzip it from “Forged Alliance\gamedata” to make the Forged Alliance AI attack with its naval units even when the map(s) dose not have path nodes like “water path nodes” and “naval rally point” and so… Its looks “Sorian Water AI” work ok on maps missing those items/nodes and I have no idea on how all of this work? Last what type of software should I use to zip the file back up when I am done with it?

[REL-FA] Sorian AI Mod Version 2.1.1 (6-5-10)

[:1]Image
Sorian AI Mod for Supreme Commander: Forged Alliance
Current Version: 2.1.1 (6-5-10)
WARNING: This mod no longer supports the AI Support Mod or the Handicap Mod. Both of these mods are deprecated and have been replaced by the Lobby Enhancement Mod.
FA Version Compatibility:
1.5.3596: Compatible
1.5.3598: Compatible
1.5.3599: Compatible
1.5.3603 beta: Compatible
If you are looking for the AI Mod for Vanilla Supreme Commander it is here: viewtopic.php?t=2866
If you would like to donate please click the button.
Image
Please Note: Since this mod cannot yet be made Mod Manager compatible it will always be on. If you would like to play with people who are not using the mod or watch replays where the mod was not being used you must either remove the included .scd files or change their file extension to something like: .dontuse
This AI requires the Lobby Enhancement Mod, which is included with the download.
This mod is fully compatible with Cheating AI Adjustment Options and Duncane's AI Patch Mod, which are both recommended downloads.
If you would like to add AI support for your Unit Mod, please read [GUIDE] How to add AI support for your Unit Mod
This mod introduces 4 new AIs complete with new features, new behaviors, and many bug fixes.
Feature Highlights:
The AI will recognize and react to certain ally chat commands. More details below.
The AI will notify allies of who the AI's primary target is.
The AI will notify allies about when and where the AI is firing nukes through chat and a map ping.
The AI will respond to enemy T4 threats.
The AI will upgrade its commander.
Improved Sim speed over the retail Forged Alliance AI.
Many of the bugs and typos in the retail Forged Alliance AI have been fixed.
Improved econ and build orders.
The AI will refrain (as much as possible) from shooting into cliffs.
The AI will taunt enemies.
The AI will recognize and react to ally pings (F5, F6, and F7). More details below.
The AI will group its T4 units.
The AI will go nuts when it has a Paragon.
The AI now features a Strategy Manager.
There is now a support system for custom units.
The AI will now gather and react to Intel.
Main Site: http://code.google.com/p/sorian-ai-mod/
The AIs
Sorian: Kind of like the Balanced AI in SC. Good for 20x20+ maps (and sometimes 10x10)
Sorian Rush: Just like it sounds, a rush AI. Good for small maps like 5x5 or 10x10.
Sorian Air: An AI that focuses a lot more on Air.
Sorian Water: An AI that focuses on Air and Water.
Sorian Turtle: An AI that forgoes early offensive units to build defenses and tech faster.
Sorian Adaptive: Picks one of the Sorian AIs based on the map and allows it to choose expansion bases based on several factors.
AI = Regular AI
AIx = Cheating AI
How to leave feedback
To leave feedback about the AI (especially if you are reporting a bug or odd behavior) please include the following information:
  • Which AI (Sorian, Rush, Air, Water, or Turtle).
  • Which version of the AI.
  • What map. If it is a custom map, please note what size the map is and what type (Land or Island or Mix).
  • Game settings (FFA or teams, how many players, races, etc)
  • As much information about the bug as possible.

To Install
If you use the Installer
Download the installer and double click it, it will guide you through the rest.
If you use the Zip file
Simply download the zip file and extract the included .scd files to your \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata directory.
To Uninstall
If you use the Installer
Open the control panel and choose Add/Remove Programs. Find the entry for "Sorian AI Mod" and remove.
If you use the Zip file
Simply remove the included .scd files from your \THQ\Gas Powered Games\Supreme Commander - Forged Alliance\gamedata directory.
Chat Features
This AI includes chat features that allows the AI to communicate with allies and allows you to communicate with it.
Currently supported commands:
"target " - (without the <>) Tells the AI to target whomever you specify.
"focus " - (without the <>) Tells the AI to focus on a particular tactic. Supports: "rush arty", "rush nuke", and "air".
"command" - AI returns a list of available commands.
Map Pings
This AI will recognize and react to allied map pings.
Currently supported commands:
Alert (F5 - Yellow): The AI will repond with nearby units to the ping.
Move (F6 - Blue): The AI will attempt to build a defense point or firebase here.
Attack (F7 - Red): The AI will target units in the ping area with all Artillery and TMLs in range for the next 5 minutes.
Release Notes
http://code.google.com/p/sorian-ai-mod/ ... leaseNotes
Downloads
Zip Version: http://sorian-ai-mod.googlecode.com/files/sorian_ai_pack_2.1.1.zip
Exe version: http://sorian-ai-mod.googlecode.com/files/Sorian_AI_Mod_2.1.1.exe
Thanks
I would like to say thanks to the following supporters of this mod;
Duncane
Aralez
Scathis
O
Squidbot
Goom
ArchAngel
Daforce
and the rest of the people who have left feedback and made the suggestions that has helped this AI grow. I am sure I am missing a lot of you.|||Woohoo! First reply...



Awesome Sorian! and before the end of the month!



Will try it out tonight and give feedback





(if I can pull myself away from Portal)|||You read the 'beta' part right?



Don't expect too much yet. I mainly posted it because I got transports working.|||No problem abt beta. If it doesn't work, I'll get a new PC...|||Hey Sorian,



Just played Vasudeva: Sorian on Blasted Rock. Beat him him in about 7mins. He built 3 factories then stood for about 2-3mins in his base doing nothing while I used a mix of Cybran light gunships, bombers and a small landforce of mantis, mobile arty and LABS to take him out, largely unimpeded. He stood still while taking fire.



Also I felt the AI wasted too much time and resources trying to take out the centre section when he could have better spent it harrassing me. The point defense in the centre destroyed a lot of units. The centre section isn't a high priority area now that that the hydrocarbon deposit is removed, and for the benefit of getting 4 mex points, the costs were quite high, and didn't pay off at all. Perhaps by T2 it would be good to try and take out the cente.



Also, the initial build order included 3 scouts which all followed the same path, the northern route, and all got blown up at the same area, while the southern route was unexplored. Engies went both North and South, but didn't make it to the top and bottom mass areas.



Also, the two air factories seemed a bit confused over what units to produce, firstly one air factory was making engies while the other made air scouts, then the other started making inty/bombers while the other one switched to engies. maybe it was responding to intel on my units...?



Finally, in the first few seconds, building the Pgens and first factory, the ACU seemed to trip up over his own units, trying to walk between adjacent pgens, turning back, and changing his mind where to go.





can send a replay if it helps.



EDIT: Played again, same map, but let it drag on a bit. Another problem is that the AI doesn't appear to reclaim rocks or trees nearby. I had control of all mass points, and the AI had 2 broken factories and was walking around on a patrol, and the ACU kept walking right past a large rock. Early game reclaiming rocks and trees is really important if you haven't grabbed mass points or teched up to get fabs.





cheers,

Astro.|||Hey Sorian,



Before I start to try and beat the crap out of your new AI (I hope I can, heh) I decided to put it up against the standard Adaptive AI on 5x5, 10x10 and lastly 20x20 to have a look at how it measures up.



I guess there should be no doubt it beat it on every map and quite convincingly, so that was good! The Sorian seems to like to agressively build experimentals, scary stuff I'd have to say, saw it build a ML, Soul Ripper and Scathis at the same time.



I saw three strange things though, two of which may be related to one an other, they might also not be a Sorian AI related bug, but you may be able to find it and fix it. The third bug looked like a Sorian bug, where if it is Cybran it won't stealth its T3 bombers nor ASF (it also never seemed to cloak its T1 scout). Now that I think of it, it may also be a stock AI bug.



The other problem is that the AIs, Sorian and the stock AI, sometimes start a project and then decide to ditch it half way, just letting half of it rot. I saw the Adaptive Seraphim start its experimental bomber and then letting it go unassisted after a few % of it was built. Later it was building some energy storages which it also failed to finish, it built one half way, then stopped and went to the next in line, which it also did not finish, etc.

The Sorian also started construction on 3 strategic launchers , unfortunatly it kept abandoning the one it started building first in favor of the next one.



The last thing I saw, was the Sorian commander kept assisting the building of a T3 power gen, then quit it a second later, and then started assisting again. So that may be related to the other bug.|||The Sorian AI is far from done, but thanks for the feedback. I think the commander behaviors are next on the list along with a bug fix for the engies abandoning their buildings.|||Astroman|||yeah they are neutrals. I left them on as that is how they appear in ranked.



I'll try it with turning them off. But anyway, the SC Sorian handled the centre very well, (and me with it...:-) )|||I have also noticed that the AI will start with 2 power and then a land factory. Wouldn't it be best if it started with the land factory instead?|||I'll try that build order.|||FrantzX|||Quote:|||And so it begins!|||sorian|||I'm curious, why don't folks start with pre-built bases in skirmishes? Or online play for that matter too. It saves you a min or two of boring waiting. If you want an Air fact (as you start with land), just build one.

I'm assuming this AI will deal with pre-built bases fine?|||Sorian its good to know that you are making FA better...



Well Sorian I tested your AI lastnight... This is what I found out... I know this is beta and you are just starting...



Problem:

Commander did not retreat to safety he was fighting but just died trying to defend his base instead of letting the base defence do its job...



Transports where picking up units moving them to another location of its own base and droping them... Not once did it try to head towards the enemies base...|||Was this with 0.2?



I'll try to take a look today.|||Sorry about that... yes with v0.2... One thing that I do like about FA is that the actual units actually react to one another... with SC it was like they where blind and didnt actually see each other... only fired apond each other when they where passing each other by...|||Great Ai. But i can see that the Ai has a problem with the land expermintalts, they just "sit" in the base and do nothing. (like the orginal FA Ai)|||Quote:|||Sorian some times the AI experimentals just sit there and do nothing... Same goes with the units some times they will just sit there and do nothing also... So I have seen that also my self...|||ill give this a whirl soon, i loved your vanilla ais, and i think once you release yours it will be even better|||Yeah, I have seen the experimentals just 'sit' in the base many times as well. Changing this would be a huge improvement.|||Okay I got my copy of FA yesterday. Last night I played half a dozen or so games against the stock AI (Turtle, Rush, Tech and Adaptive) and one game against Sorian 0.2. All on 5km and 10km land maps, so they were all small short games that didn’t quite reach T4. I didn’t use any cheating AI's at this point.



Even though I was playing FA for the first time and was mostly stuffing around with the new interface, units and balance I still easily beat the AI's. Maybe this is because of my play style - lots of T1 spam - which FA seems to be geared to.



Having said that I didn’t really notice the AI doing anything *really* stupid. Base layout and building seemed okay. Unit production seemed good, but could have been quicker I guess. The AI commander did stand around a couple of times and tried to build while it was getting shot to pieces. Also the AI seems quite partial to firebases, not that’s necessarily a bad thing. I didn’t experience the transport issues others have mentioned but then I was playing on land maps. AI attack force pathing seemed okay. The AI may be teching to T2 a bit quickly and could possible try for more T1 facs first, but I need a more games to access that.



The Sorian 0.2 did better, mostly due to the addition of the improved commander behaviors I think.



Also Sorian, I'm still playing around with my build order, but it seems that T1 land facs (and T1 facs in general) are much cheaper to build so putting one down straight away and then following up with power is viable. It gets engineers out much quicker, say about 20 seconds which in early game is a big deal.