Login  Register
 



Post new topicReply to topic
 
Author Message
 PostPosted: 18 Jan, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
The goal of this project is to create a scenario/map/AI that will act/react as close to a real UEF players tactics on Open palms as possible, this by changing map markers, AI behaviors and codes into the map script.lua file.

Idea to the project can be found here;
"Any interests in "map specific ai"?"

In the end I hope that the AI will be able to chose between "fatboy"-rush, ACterror-rush, 4 factory rush, eagle eye & cluster bombs and of course support all attacks by the ACU.

The Ai setting will always be AI:rush with "full map radar only" bonus as I believe a player can quite easily guess what the radar blips are for something.

You are very much welcome to post ideas, help and critique!


Last edited by fransotto on 18 Jan, 2011, edited 1 time in total.

Top
 Profile  
 PostPosted: 18 Jan, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
Here are todays test. I have moved around the map markers and the Ai got only two expansion places, between the start position and the hill and behind the mountain in the south. All path leads to the players base. No defensive points.

The goal is for the moment to slim down the AIs economic so the fatboys goes out around 12-15 min mark with one RS station.

Lot of test -These to is a fair summery. Test one without resistance (green AI) and test two with "resistance". I might change the "testing enviroment" for the AI later, but this is the basic I think it should be able to handle, as I believe this is a normal start on thie map.

Here we go;

test 1

test 2
Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image

Image


:)


edit: removed test 1, two was far better anyway.


Top
 Profile  
 PostPosted: 23 Jan, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
Al lot of testing, but I start to understand how the AI is working...

Here is a screenshot of the latest Map specific AI, it cranks out a fatboy around 15 min mark and before that it is VERY aggressive with a combination of tanks and artillery and MMLs. Quite annoying because my normal "test build" never last longer than 7-8 minutes.

Another cool thing is that you can not afford any mistake in the beginning. If you dont get out two factories within 3 minutes you will get problem to catch up. :) And yes, all test is with the AI:normal...

Image

One pic, its only this stage that is interesting anyway at this stage.


Top
 Profile  
 PostPosted: 24 Jan, 2011 
 
User avatar

Joined: 07 Jul, 2010
Posts: 2638
Offline
oh god, my eyes! You dont expand! waah!

Nice mod though. Can you make the AI make factories near his forward mexes, or anything? Can you set parameters like "only make MML when encountering PD" and "target structures with MML" as in "dont move mml with normal unit group"? What CAN you mod about the AI? What DID you mod about this AI?


Top
 Profile  
 PostPosted: 24 Jan, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
Nephylim wrote:
oh god, my eyes! You dont expand! waah!

Nice mod though. Can you make the AI make factories near his forward mexes, or anything? Can you set parameters like "only make MML when encountering PD" and "target structures with MML" as in "dont move mml with normal unit group"? What CAN you mod about the AI? What DID you mod about this AI?


:) No I dont expand as I want to have some kind of "test BO" for my AI, if I change or expand the Ai act accordingly and I have problem to see if my changes actually have some effect.

Yes, I am able to concentrate the AIs base, I was just happy I am able to control the time the gantry comes up (and start producing fatboys, as its not the same thing).

There are huge amount of parameters and cross references everywhere. There are "behaviors" and "production/contruction" I am still working to have control over the construction as it easier and only parameters (well, almost) to be changed.

There are also a lot of codes about the distances to the threats as well and for example if I move my blob of tanks forward the AI tries to build bombers, but if I have them back AI builds artillery...

It goes slow, but this is very funny so i will continue... :)


Top
 Profile  
 PostPosted: 24 Jan, 2011 
 
User avatar

Joined: 07 Jul, 2010
Posts: 2638
Offline
Can you post the BOs you have here? I would like to add a few, if you dont mind? =)


Top
 Profile  
 PostPosted: 25 Jan, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
Nephylim wrote:
Can you post the BOs you have here? I would like to add a few, if you dont mind? =)


Dont really know what you mean. For reference and "test bo" I as player do as the pics. I dont want to expand as I want the AI to keep focus.

For the AI I try to tweak it to go straight to fatboy. I came one step closer today, the fatboy came out at 13min. Still the AI waste mass on second RS and upgrading the landfab. The Ai doesnt build arty if its not trigged to do, so same with MML. This is my next goal to find the codes for that.

Image

Image

Image

Image

Image

Image

Image

Image


Top
 Profile  
 PostPosted: 26 Jan, 2011 
 
User avatar

Joined: 07 Jul, 2010
Posts: 2638
Offline
I meant the BOs the AI uses. Both research and structure builds.


Top
 Profile  
 PostPosted: 30 Jan, 2011 
 

Joined: 02 Jul, 2010
Posts: 1264
Offline
you need to add new Expansion Area's and Defensive Point's into the save.lua so the AI can read that area as one of the 2.

_________________
Creator of SupCom2
Revamp Expansion Mod
Image
Image
Image


Top
 Profile  
 PostPosted: 31 Jan, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
liveordie wrote:
you need to add new Expansion Area's and Defensive Point's into the save.lua so the AI can read that area as one of the 2.


I think i found the "area"/radius the Ai is using for the markers. I will not but up any defensive points as normal players do not really use PDs and shields on that map and the Ai but them up quite horrible as well. As I said before I dont have any log/debug to see what the Ai is actually does or what kind of plans it has. I all can do is to play against it a couple of minutes and see if my changes got some effect.

As I want the ACU to attack with the blob as well I think the way to go is to make the default base marker radius bigger. Have not seen any effect yet, the ACu does defend its base but not attack.


Nephylim wrote:
I meant the BOs the AI uses. Both research and structure builds.


Eng1 goes for mex, PG, PG mex, assist fac1
Eng2 goes for mex PG, PG, mex, assist fac 1
ACu goes for Mex, mex, fac1, fac2 PG, RS, assist fac1, fac 3, exp gauntry, PG

Not its not optimal but I start to understand how the system is working. My first goal is to remove this stupied facshields the Ai starts with before building the first tank and also remove the third fac or try to get some expansion before the exp gauntry.

The research is straight to fatboy and after that its random for the moment.


After one week of paus, I will start work again tomorrow with this, Neph i will take a deeper look into your maps problems tomorrow

:)


Top
 Profile  
 PostPosted: 01 Feb, 2011 
 
User avatar

Joined: 07 Jul, 2010
Posts: 2638
Offline
Aww, well, my problems are entirely different now... Ill send you a message stating my problems..


Top
 Profile  
 PostPosted: 06 Feb, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
*sigh*
I do have decent control over the exp production by now, but a side effect is that the AI doesnt start to produce units (tanks) at once and are still building those fac shields and some PD randomly everywhere. This work is much harder than I thought.

Lucky me thats is fun... Having a Ai that is not throwing kamikaze units into you and are creating a fatboy at 12 min mark is cool. :)

If I figure out why the AI doesnt start to produce units at once the Normal Ai will be actually quite tough. Now the mass and energy is the same as my test BO and the AI pumps out around 110 units at 15 min mark and test Bo got 130...


Top
 Profile  
 PostPosted: 07 Feb, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
Update;

Today I just restarted everything from 0 with all my experience and found out that I have been messed up my files quite a lot.

After 30min editing I came up with this result;

Image
http://imageupload.org/?di=11129713240511


This AI still builds a RS and fac shields, but it seems that the fac shields builds after the first discovery of players army. The RS station is still a unsolved though and the AI falls way behind in production the first 5 minutes.

Have now control over the content in the blobs. Every blob contains 1:3 artillery and 4-5 pcs MMLs. The AI use only the MMLs for attack (the blobs up to three different, got the same behavior as the 1.24 ai got ie running back and forth -in this case a very good thing!) and this forces me now to actually play every single game in order to playtest changes. No more sit back under shields and observe. So every change takes around 7-15 minutes to test out (a normal mutliplayer game never last longer than 20 min). Very much time consuming and little bit tiresome.

The good thing is that I have found out a nice expansion contra production for the AI (way too much expansion in the default AI = sit back and spam around 30 tanks and then go straight in, defeat of ai in max 5 min).

As it is now, after my defeat around 18 min mark AI and I got almost the same mass and energy production.

As you could see the AI makes bombers as well... After 15 min they are enough upgraded in order to make me curse and swear over those created the AI of supcom2 :), still the com sniping is not good enough as it seems that the AI prefer to defend the base with the bombers instead of sniping mexes and ACus. I think this can be fixed, as normally around 25 bombers means 'GG'.

Next step is to understand the role of the ACU as the Ai never use this unit as an offensive unit. I have been able to make it "defend" half of the map.

My commanders and generals, the summery is that these tweaks of ai starts to shape up well; Its aggressive, annoying and ugly. This is no game anymore, its a competition with no mercy -but still without cheating! :)

But remember; The Ai only works on this tweaked open palms and can never be tested against or play together with the normal AI.

Stay tuned, beta release tomorrow or something!


Top
 Profile  
 PostPosted: 10 Feb, 2011 
 

Joined: 05 Apr, 2010
Posts: 166
Offline
I was just to release a beta version that I was not really happy with then i decided to once again test it.... I think this picture says it all. :D

Tonight i will continue to tweak the Ai and map... It looks good doesnt it? :)


Image
http://imageupload.org/?di=13129734274012


Top
 Profile  
 PostPosted: 11 Feb, 2011 
 
User avatar

Joined: 07 Jul, 2010
Posts: 2638
Offline
Is there any way to edit the actual structure build orders?
The stock AI makes the first factory too early for my liking. I'd like to see standard 2fac/6mex/3pgen > radar builds

Is there a way to make the AI only make certain factory upgrades under certain circumstances? (Build factory TML when enemy structures are in range, build AA when at least 5 air units have been detected, NEVER build intel station, Only build shield when under attack, when built in expansion or when at least 12 air units have been detected AND AI doesnt have fighters)

Is it possible to adjust unit mixes to certain situations?
(Make ONLY fighters when enemy has at least 50% the amount of air units AI has, make less mobile arty if at least x assault bots have been detected, make a max of 8 MMLs EVER unless AI has transports or enemy has at least 30 structures, make second land gantry if gantry 1 is currently producing and AI has 12 at least 12 mexes and stop production of land units when gantry 2 is done)

Is it possible to adjust expansion and build order to observed enemy activity?
(If 3 fac is detected, cut mexes and build more factories/units until army count is at least 1.1x enemy army count, if enemy has loads of air, cut expansions and make air factories, if opponent has huge tank masses, add extra demolishers to unit mix and expand more, if enemy has mass assault bots, make extra PD in expansions and make more air etc)

I dont know anything about the AI. It would be nice though if unit mixes and build orders/build priorities were variables that you can change depending on observations...

Moving on from that, changing tech path depending on detected builds/unit mixes would be the next evolution => Race to TMD if TML rush is detected, rush transports or gunships when com upgrades and mass RS are detected, rush to fatboy and KK if enemy turtles, get air shields if both players go heavy air etc...


Top
 Profile  
 PostPosted: 11 Feb, 2011 
 

Joined: 04 Dec, 2010
Posts: 291
Offline
how haven't i noticed this, this is awesome
Hope your tests work
fransotto, your becoming the default map editor of supcom 2!

_________________
You may try to call me a Forged Alliance fanboy, however I will proceed to call you a Supcom2 Noob!"


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy