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Skirmish AI 1.8 beta 3


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#1 ArkhanTheBlack

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Posted 01 June 2006 - 08:27 PM

Changes:

- Better allied support (For the 100th time...)

- Improved harassing

- Better and more cooperative capturing

- Changed Ork unit ratings a bit

- Changed standard dancing to have a 50% chance to fail

- Fixed a serious bug in defend plan which was responsible for several annoying back/forth move behaviours

- Retreating and supporting units should now fight from time to time instead of just getting shot while moving

Have fun! ;)

#2 Quietdeath

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Posted 01 June 2006 - 10:12 PM

- Changed standard dancing to have a 50% chance to fail

What is meant by that?

Regards,
QD

#3 ArkhanTheBlack

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Posted 01 June 2006 - 11:03 PM

1.8 has a control panel to set dancing to Off, Standard and Godlike. Standard has a 50% chance to fail. It'll then take 10 seconds until the unit is allowed to retry. Godlike is like before.

#4 Finaldeath

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Posted 02 June 2006 - 12:55 AM

- Retreating and supporting units should now fight from time to time instead of just getting shot while moving


I'm going to test it just for this - If I see my allies at any one time moving trough enemy units purposely trying to get somewhere but *not* retreating, then grrr :p

#5 thudo

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Posted 02 June 2006 - 03:46 AM

1.8b3 is now up for testers! Thanks a MEGA TON once again Arkhan!

I got some hours testing this new "bad boy" - very VERY nice indeed!
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#6 Guest_Guest_*

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Posted 02 June 2006 - 10:27 AM

where can i find download link 2 try beta?

#7 thudo

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Posted 02 June 2006 - 11:35 AM

For BetaTesters Only. :p
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#8 thudo

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Posted 05 June 2006 - 06:23 PM

Update - I'm not hearing from many beta reports off the new build. Current build is stable and very competitive. The only thing I'm wondering is still feasible is code to allow such buildings (which can be built anywhere) to be randomly placed down using LPs are reference points? We have code which can set units down in a random distance and circumference around LPs or the HQ but what about buildings?
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#9 LarkinVB

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Posted 06 June 2006 - 06:27 AM

What for ?

#10 thudo

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Posted 06 June 2006 - 11:53 AM

Creation of, say, mine farms, in random areas behind LPs on the battlefront OR for buildings we designate which can be built anywhere which would serve as forward lookout towers. This would increase the randomness of AI operations so the player/AI would have now no clue what to expect. Now, of course, this runs the risk of putting buildings into areas which are not strategically-significant (ie. dead-ends) but this does not happen often and normally such buildings are super-cheap to build anyway. Regardless.. scripting it so that such buildings could be designated for building in these random unrestricted areas would be cool. The challenge is to ensure that such buildings are NOT only relegated to this build placement (one may want mines to be built in the spots the current scripts allow for).
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#11 LarkinVB

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Posted 06 June 2006 - 01:53 PM

Mine farms ? Lookout towers ?

Smells like you need it for some other mod, dude :lol:

#12 thudo

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Posted 06 June 2006 - 02:01 PM

Mines are universal. Not relegated to just mods. In any case, the AI project has never been meant as a closed project - it slowly moves outward to encompass other external gameplay facets without damaging the core game. Fortunately, this "evolution" can be slow so there is no rush.

Case in point: NightShift.. Look at the resounding success of the Skirmish AI with that! Absolutely great work from you, FD, and Arkhan! Thats a side-AI project which benefitted us all and also allowed the FoF code you scripted for Eldar to extend itself to new heights. Also, the night_map map detection used is also an example of how to turn the AI's abilities off.
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#13 LarkinVB

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Posted 06 June 2006 - 02:44 PM

That's fine. It's just that I have no real interest in these facets and tried to find out wether your request was based on the skirmish AI mod our some other side project.

#14 Zenoth

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Posted 07 June 2006 - 01:16 AM

Report #1 for 1.8 Beta 3

Match: 2 Vs 2 (2 x Chaos Vs 2 x Space Marines)
Map: Mountain Trail
A.I Difficulty: Hard
Resources Rate: Normal/Standard
Resources Sharing: Off/No
Winner: Me & Ally

Comments: This build feels right, but from only one test I can't of course catch everything I should. I think that the major "improvement" over Beta 2 that's more noticeable than the rest is the "fighting while retreating" behavior, instead of just retreating.

I'll take the Beta 3 Changelog as a reference:

- Better allied support (For the 100th time...)

At least in that last test I just did, I'm not sure how "better" allied support was compared to Beta 2. There was definitely some support. But sometimes your ally is busy against its nearest enemy, and can't create new "help ally" priorities while its own main base would be, or is in danger. And that's not bad at all. It allows the ally to focus on that nearest enemy, instead of sending too much of its forces for me, and leaving its base undefended.

- Improved harassing

Again, how "improved" was it, compared to Beta 2, I can't really say. I won that match again, with the exact same settings I had when I tested Beta 2. I myself surely did not feel harassed, but I do believe that the early infantry attacks were perhaps more regular. I will have to test further to be sure if they indeed harass better. But, honestly, according to that test I did at least, they don't really to it in any improved way. Unless I missed something (and please let me know if that's the case).

- Better and more cooperative capturing

So far I think that capturing is certainly not worse than before, but I can't say if it was better either. There's that Critical Location, on the far East side of the map, in Mountain Trail, that, again, I was the only one to hold for the whole game. Chaos could have just sent a single Chaos Space Marines squad against my Scouts "guarding" it, but it never happened. Though the more I play Mountain Trail, and the more I think that that very specific Critical Location has some sort of problem around it concerning path finding, or I don't know. But there's definitely a problem about it. The CL on the far West side of the map, on the other hand, is regularly fought for by both sides. And I bring this point because if that CL has no problem about it (the one of the far East side of the map), then the problem lies somewhere within capturing itself, since it was obviously lacking in that specific area.

- Fixed a serious bug in defend plan which was responsible for several annoying back/forth move behaviours

This, I think, was certainly present and works properly. Unless I was blind when I watched the replay, or unless I just missed it, I saw no significant/noticeable "back and forth" behavior for that test.

- Retreating and supporting units should now fight from time to time instead of just getting shot while moving

As I said, I think this point is the one that could get yet more improvements. In my test, you can clearly see that at least early, some Cultists groups just run away without fighting. Does the "fight from time to time" effect applies only to stronger units ? I don't know, but I'm sure there could be more room for improvements about it, at least for Cultists/Scouts (or any early infantry from any race).

As far as Orks and Imperial Guards, and Eldars are concerned, I will have to do another test, perhaps in a new (but official of course) map. So, as of now, Beta 3 seems to be of better quality in itself, over Beta 2, indeed. But, as always, I guess there is room for more improvements.

I will do another test later tonight or tommorow.

#15 ArkhanTheBlack

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Posted 07 June 2006 - 05:55 PM

Thanks for the replay! ^_^

Conclusions:

Okay, I have a different opinion about the harassing issue. At the end of the harassing phase, your force commander and the majority of your scout squads was dead while the chaos AI had two marine squads, an injured Chaos Lord, a raptor squad and 1 - 2 cultist squads. At this time you were pretty much dead, IF the chaos AI wouldn't have made the great mistake to attach his commander to the marine squad. Hell, I think this LP alone killed 3 - 4 complete squads in total because the marines were not able to damage if efficient enough. Although you lost some builders and a squad too, the chaos AI lost their complete advantage through this crazy action.
After that you were pretty much even to the chaos AI. Your SM ally won the game, though I wouldn't rule out the possibility that you somehow might have managed to turn the game on your own. But normally the AI is much harder in the late game for humans to beat.
The critical at the east side was not captured because you left there a scout squad as guards.

I've now reduced the attach/detach health for commanders. But as soon as the AI gets 4+ support cap, the old value is used.

I think the main issues at the moment is the inability of the AI to know the efficiency of an attack force against an enemy force or fortification. The AI only compares ressource values of armies. With highly specialiced units, this can get very problematic.
I don't think that I'm motivated to implement an algo which could solve this problem. It would be a huge amount of work and it's unsure if it would be successfull.

Anyway, I think the AI performance wasn't that bad in the game. ^_^

Edited by ArkhanTheBlack, 07 June 2006 - 05:58 PM.


#16 Zenoth

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Posted 07 June 2006 - 09:00 PM

Report #2 for 1.8 Beta 3

Match: 3 Vs 3 (Me, as Space Marines, allied with Eldar & IG, Vs 2 x Orks & Chaos)
Map: Testing Grounds
A.I Difficulty: Hard
Resources Rate: Normal/Standard
Resources Sharing: Off/No
Winner: Me & Allies

Comments: That test had a lot of things going on in it (a 45+ minutes match). And the most prominent Beta 3 feature in it was, I believe, the Allied Support. That test very clearly showed how better Allied Support really is, compared to previous builds. And the demonstration of it especially came from one of the Ork factions, namely Computer #5. But, briefly said, I still think there is room for improvements concerning that feature.

As I said, that test alone could be used to revise and analyse Allied Support, but I noticed some "problems" here and there. And, believe me, I'm sure I missed more of such issues, since that game was so long, and with five A.I players in it battling it out, I couldn't really do that replay justice with just two views at it. Technically speaking, I would logically have to watch it five times, from the point of view of each of the A.I factions. And, as of now I don't really have time to do that.

The first of the issues I noticed concerned the Chaos and Eldar.

First, here's a picture I took, and then, I will explain: http://img413.images...26/eldar2hj.jpg

By around 15:00 minutes, up to about 16:30 minutes, the Chaos faction attacked the main Eldar base (earlier, harassing from the Eldar against the Chaos must have pissed them off, hehe). And, at one point, the Eldar's Webway Assembly was to the mercy of a single Chaos Defiler. It was about to be destroyed, basically wiping out the Eldar as well. But, the Chaos forces present within the main Eldar base suddenly stopped attacking the Eldar structures, including the Webway Assembly, which only had just a bit more than 1000 hit points remaining. Those Chaos forces turned south to face a reinforcing Imperial Guard army coming to the help the Eldar.

Technically, it is a good response, from Chaos. But, considering that the Webway Assembly was getting owned, that Defiler should not have left its "priority", and resumed the destruction of it.

That single mistake, I believe, allowed the Eldar to resume building up their forces again, and maintain the forces present in the match even. It stayed 3 Vs 3, but it could have suddenly turned in a 2 Vs 3 match, in favor of the enemy. And it happened indeed. Eventually the Eldar repaired their Assembly, and built a new army over time. So, I'm not 100% certain, but I think we won the game because even though the Imperial Guard did most of the job, they could surely not take on both Orks and Chaos by themselves. The fact that the Eldar survived that attack was nothing short but pure luck, simply due to, as I believe so, an issue regarding priorities against/for targets when they are in the process of being part of history by the hands of a mechanical demon.

Now, a second issue I noticed, which concerns one of the Ork faction, namely Comp. #5.

Although that very specific Ork faction was the one in the whole game helping one of its ally the most out of any other A.I players, they did make a mistake, resulting perhaps in the survival (potentially) of my main base, again, caused by the sudden needs of reinforcing.

Here's a set of pictures, and then, I will explain: 1) http://img419.images...ttacking4lj.jpg 2) http://img247.images...sretreat3it.jpg

In picture #1, as you can see, that Ork faction finally decided to attack my Listening Post position on the west side of my main base, near the Relic. That attack was probably a direct retaliation from the assault I myself ordered at their base (but failed) just prior to that moment. Suffice it to say, they owned that location, and could have taken it for themselves very easily following the successful strike.

Picture #2 shows what I think was a mistake, or an issue. The whole of the striking Ork forces suddenly turned around, and went north to help their Chaos ally which were under attack by the Imperial Guards. Technically, the reinforcement itself was awesome, and successfuly pushed the Imperial Guards back in their territory, allowing the Chaos to regenerate their base and forces. That, in itself, when I saw it, really impressed me.

But, the "problem" within that great A.I support feature as it was clearly shown especially during that very moment in the game (it was in my humble opinion the best reinforcing army I ever saw during a test), was that the Ork faction in question sent everything he had. He could, and in my opinion should have split its forces in two parts. One resuming their assault up to my own base, and the other reinforcing its ally that needs help.

If even 30% or so of that attacking force coming from that Ork faction alone, decided to resume their way up to my base, believe me, they could have caused some serious damage, and stop me from getting anywhere outside of my base. Technically, they probably could not have managed to actually destroy the whole of my base, since I had some Dreadnoughts ready (two, I think, and third on its way), but it would have forced me to rebuild one or more destroyed Listening Post(s) in the process, as well as perhaps one or two critical structures.

And that Listening Post location they initially attacked (north of my Relic, as shown in the picture #2) remained in my control, even though they destoyed the guarding structure protecting it (I believe it was level 1). They could have sent infantry to take control of it, but they never did it.

A third issue would concern a Squiggoth, which I think belonged to Ork faction #5. It happened at around 30:00 minutes or so (maybe 31:00 or 32:00, I'm not sure). An Ork army was reinforcing the Chaos faction, and in the process of reinforcing it, that Ork army continued their way up to the Eldar base, constantly pushing back the Eldar and Imperial Guard forces. And, while doing so, a portion of that Ork army, including the Squiggoth in question, was trying to pass through the Eldar base, without actually attacking anything in it, to eventually resume its way south of the Eldar base, only to go back west, and then north, back to the Chaos base. As if the Squiggoth had some sort of priority or primary target that wasn't on its very path.

So, by trying to reach "point B", within enemy territory, the poor beast eventually died, without giving any fight whatsoever. If I remember well, a few Imperial Guards tanks and a few other units were on its very way, and were happily shooting it.

I'm not sure if it'd be possible to do some kind of a "constant potential priority/target change" system for the A.I, but it seems to me that it happens often to see one or more units, especially Relic units, having in mind one specific thing to do, and can't do anything else while doing that task, putting it to high risks of being attacked on its way to that task/location/target. That Squiggoth was a great example of that problem. Because I do believe it's a problem. It just seemed too obvious that it had something to do elsewhere, and didn't really mind about dying on its way without doing anything to defend itself.

Well, I think it's all I had to say about that test for the moment.

I know I am forgeting a few things I wanted to say as I type this line, but I can't remember exactly what I saw and wanted to share. That's why I include the replay. Please, take a look at it. It shows a lot of things, and serves as a great reference for Beta 3 testing in my opinion.

I might watch the replay again and edit this post back if I think I should share something important that I missed during this report.

Oh, and Arkhan, I'd like to reply to a part of your own reply concerning my first report, and here I quote:

The critical at the east side was not captured because you left there a scout squad as guards.


Do you think that it'd be a reason enough so that the Chaos never ever tried to go there and kill the mere Scouts and send those weak units back to their mom ? Tecnically I do not think that because one or even more of any infantry "guarding a CL" would be an actual reason good enough to justify the total absence of desire from the enemy to at least try and get it back for them. Unless of course they have much more important priorities elsewhere, which I think it wasn't really the case in that specific test I made the report about. But I guess that's just me. You're the coder, I'm just here to report what I see and experience.

So, as a conclusion, I'd say that:

A) Beta 3's Allied Support, overall, is indeed better than any of the previous builds, in my opinion at least.

B) There might be some room for improvements regarding "decision making" in terms of targets/priorities (taking the "Squiggoth issue" as a reference in that very test).

C) Although "Allied Support" itself is technically better and more responsive, I'd say that a great disadvantage of it remains in the fact that when a faction decides to send forces to reinforce a specific ally, and that those very forces were previously in the process of destroying a base or a structure, then the reinforcing army should be able to split its forces in at least two parts, one to resume the "previous goal prior to reinforcing", and the other to actually leave its previous goal for the new one, which is to of course help its ally.

You know, not necessarily a 50/50 plit with perfect precision. But perhaps something like "alright, I got three Tanks and two infantry Squads, my ally is under attack by Tanks, and this base I was destroying offers no resistance, so I will send all my Tanks to help my ally, and leave my infantry here to finish the job I already started".

How hard would it be to do that, I don't know. Would it be actually possible to do it in a technical point of view ? I don't know. But I do suggest such a behavior, because it could make a Win/Loose difference, simply said.

Alright, enough talk.

I think this report shows everything necessary to properly analyse Beta 3.

Hope you guys like it !

Edited by Zenoth, 07 June 2006 - 11:19 PM.


#17 ArkhanTheBlack

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Posted 08 June 2006 - 06:34 PM

I try to get an army split into an attack force and a defense force in case of allies in need and if the AI is doing very well. The AI requires a min army worth of 5000 ressources and must be stronger as 2:1 to his direct opponent. Otherwise the AI will send all its forces for help. We'll see if it works...

You're of course right with the guards at the critical. To be honest I was completely surprised by your action. It was this "Hey, he's not supposed to do that!!!" effect. So I only posted a single line about the current reason. I'm now thinking about an increase of the min threat at such points in the later stages of the game. But I then have to pick a squad strong enough to handle the threat, which requires some code changes. Still thinking...

I saw the Squiggoth issue with a BT one time. I think it's soome kind of disengaging, though I'm not 100% sure. Larkin might have a concrete answer for that since he coded the disengage code, and normally it works great.

Anyway, thanks for the replay and the detailed report. :)

If you've some time, it would be interesting for me if you try the handicaps. I'd really like to know if it works to cripple the allied or opposing side. :p

#18 LarkinVB

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Posted 09 June 2006 - 08:33 AM

I just watched a DoWPro replay with 1.8b3 AI.

AI tried to jump attack IG command squad on ranged stance which was surrounded by bunkers and two turrets. It jumped with a raptor squad without support and was anihilated in a second. Threat evaluation was obviously buggy. IG bunkers should also count as 'building with weapons' even if not manned with troops.

The AI had a turteling IG as neighbour and tried to attack him squad by squad instead of trying to gather some force. It also tried to build machine pit within range of IG missile turret. I suggest raising the threat evaluation radius to the maximum weapon distance of squads and buildings.

Edited by LarkinVB, 09 June 2006 - 08:33 AM.




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