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 Quirky AI glitches 
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Joined: Sun Jul 01, 2012 9:20 pm
Posts: 1
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Post Quirky AI glitches
So I've noticed a few problems with the AI as of late, and it makes the game a bit hard to play.

First:
The AI always targets the drop craft. I can understand this when there are no other enemies around, or when the drop craft have a chance to explode and crush additional enemies underneath / kill the enemies inside. But the cons really outweigh the pros for this behavior. My little dudes will contine to attack the drop craft after it has passed way out of range. Additionally, the bots prioritize attacking the drop craft NO MATTER WHAT. A guy with a machine gun 3 feet from his face? ATTACK THE 250 CREDIT DROP CRAFT. And then he dies and my base is compromised.

Second:
This is a bit more specific, but in the Maginot Defense map, the bots have a TON of trouble navigating up the narrow corridors which have ladders on them. They just ignore the ladders, and bump their heads against the ceiling indefinitely. Also, the bots target drop craft which are off of the right edge of the map, ignoring potential threats.


Sat Jul 07, 2012 8:22 pm
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Joined: Sat Jul 14, 2012 3:07 am
Posts: 6
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Post Re: Quirky AI glitches
They indeed do seem to prioritize targeting craft over other actors.. maybe wanting to destroy it and collapse it on top of them, but I still agree that they should prioritize enemy human actors more.

I've also noticed that they sometimes completely ignore weapons on the ground when there's an enemy in sight. Instead of picking the weapon up (like they sometimes do), they would rush to the enemy and try to crush them with their body (even when there's a bunch of weapons standing between your unarmed actor and an enemy, they will walk over all of them without picking them up and try to squash the enemy actor). Imo, their #1 priority (unless they lost their arm), should be looking for a nearby weapon (same if they only have a drill in hand). Using their own body as a weapon should be their last resort.


Tue Jul 17, 2012 8:27 am
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Joined: Wed Feb 08, 2012 10:12 pm
Posts: 611
Location: Brazil
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Post Re: Quirky AI glitches
TechnoIvan wrote:
They indeed do seem to prioritize targeting craft over other actors.. maybe wanting to destroy it and collapse it on top of them, but I still agree that they should prioritize enemy human actors more.

I've also noticed that they sometimes completely ignore weapons on the ground when there's an enemy in sight. Instead of picking the weapon up (like they sometimes do), they would rush to the enemy and try to crush them with their body (even when there's a bunch of weapons standing between your unarmed actor and an enemy, they will walk over all of them without picking them up and try to squash the enemy actor). Imo, their #1 priority (unless they lost their arm), should be looking for a nearby weapon (same if they only have a drill in hand). Using their own body as a weapon should be their last resort.

Yeah, they pick a weapon when there is no one around, and run and crush and they have no weapon and see an enemy.


Tue Jul 17, 2012 8:53 pm
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Joined: Sat Jul 14, 2012 3:07 am
Posts: 6
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Post Re: Quirky AI glitches
One way you could somewhat eradicate the ai prioritizing craft issue, is to get some mod where they have transportation that doesn't use craft. For example, in the Crobotech faction they have a very neat Orbital Teleportation system.. it just pops the actors in the area, no dropships, no mess.

Only tedious part is that you'd have to replace the dropships in every skirmish defense you want affected..
for example, in some Activities.ini where they list skirmish activities replace:


AddAttackerSpawn = ACDropShip
CopyOf = Drop Ship MK1

with

AddAttackerSpawn = ACRocket
CopyOf = Crobotech/Orbital Teleportation

(Crobotech faction mod required)


Tue Jul 31, 2012 6:46 pm
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Joined: Mon Mar 12, 2012 6:06 am
Posts: 58
Location: Flyin through the Matrix
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Post Re: Quirky AI glitches
First rule of coretex command, Your AI's are all dumn rocks capible of walking and shooting.

I dont mind them prioritising the crafts first but they need a better shooting system, They need to use cover more effectivly and there guns limits, This thing with trying to shoot across the screen with an SMG doesnt work very well. Also a running away script would be GREAT like if someone throws a gernade next to them or an enemy gets too close they move back to a more defendable position.


Wed Aug 01, 2012 4:02 am
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Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
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Post Re: Quirky AI glitches
Ahhh, good to see new fellows here.

CC AI has always been primitive, like protozoan primitive. We've longed for the day when the AI could amount to something more useful, but for now, we just enjoy its awesomely idiotic moments. It's kind of stupidly endearing, you could say.


Wed Aug 01, 2012 5:52 am
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Joined: Tue Aug 11, 2009 5:09 am
Posts: 395
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Post Re: Quirky AI glitches
Actually, the B27 AI does not prioritize craft. The problem is that the AI get tunnel vision when sharp aiming and that craft are large and noisy so the AI have a tendency to spot them first. Not that this technicality is important since the results are the same.

Anyway, I wasn't really aware of this problem until I read this post a while back. But the system for target detection have been overhauled so this problem should mostly disappear by the next release.

Data also exposed the contents of magazines to Lua, so the next AI can actually calculate if the bullet can reach the target and figure out how to aim even for bullets that have air resistance. (The B27 AI assumes that all weapons have a muzzle velocity of 90!)


Wed Aug 01, 2012 6:50 am
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Joined: Mon Mar 12, 2012 6:06 am
Posts: 58
Location: Flyin through the Matrix
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Post Re: Quirky AI glitches
Abdul Alhazred wrote:
Actually, the B27 AI does not prioritize craft. The problem is that the AI get tunnel vision when sharp aiming and that craft are large and noisy so the AI have a tendency to spot them first. Not that this technicality is important since the results are the same.

Anyway, I wasn't really aware of this problem until I read this post a while back. But the system for target detection have been overhauled so this problem should mostly disappear by the next release.

Data also exposed the contents of magazines to Lua, so the next AI can actually calculate if the bullet can reach the target and figure out how to aim even for bullets that have air resistance. (The B27 AI assumes that all weapons have a muzzle velocity of 90!)


:twisted:


Wed Aug 01, 2012 10:22 pm
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