mikey74 179 Posted April 2, 2016 Actually we've recently teamed up with a renown robotic vacuum cleaner company. Our programmers are currently wiring up the acquired path-finding algorithms into the Arma 3's AI. And the results so far look great! I will break the "no promises" rule here as it's pretty safe to say that in near future you can expect some massive AI improvements - from clean AI driving to brand new room clearance and town sweeping FSMs. We're also teaching the AI few new dirt(y) tactics ;) Stay tuned! lol not that I can be any help but If I can. Just pm me, or what ever you may need. AND you wont have to pay me ;) :D Share this post Link to post Share on other sites
mad_cheese 593 Posted April 2, 2016 Actually we've recently teamed up with a renown robotic vacuum cleaner company. man... wut? how can this be real if my eyes aren't real? oukej u may have to confirm this april 2nd style. please. please. PUHLEASE! 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 2, 2016 man... wut? how can this be real if my eyes aren't real? oukej u may to confirm this april 2nd style. please. please. PUHLEASE! lol... he has to be screwing with us :lol: Share this post Link to post Share on other sites
mad_cheese 593 Posted April 2, 2016 lol... he has to be screwing with us :lol: i guess so :unsure: the savage! 2 Share this post Link to post Share on other sites
oukej 2910 Posted April 2, 2016 Actually we've recently teamed up with a renown robotic vacuum cleaner company. Our programmers are currently wiring up the acquired path-finding algorithms into the Arma 3's AI. And the results so far look great! I will break the "no promises" rule here as it's pretty safe to say that in near future you can expect some massive AI improvements - from clean AI driving to brand new room clearance and town sweeping FSMs. We're also teaching the AI few new dirt(y) tactics ;) Stay tuned! man... wut? how can this be real if my eyes aren't real? oukej u may have to confirm this april 2nd style. please. please. PUHLEASE! :nener: It was an April 1st joke. But on the bright side of it - the AI won't be bumping into furniture (what is furniture? :o ), falling down the stairs, running in circles and won't need any charging base ;) Instead of making April jokes our programmers continue working on and improving the AI. Recently we've added / overhauled the suppressive fire command - which is now what you'd expect it to be. But more about that in https://forums.bistudio.com/topic/189479-ai-suppress-command/ 1 Share this post Link to post Share on other sites
inlesco 233 Posted April 2, 2016 :nener: It was an April 1st joke. But on the bright side of it - the AI won't be bumping into furniture (what is furniture? :o ), falling down the stairs, running in circles and won't need any charging base ;) Instead of making April jokes our programmers continue working on and improving the AI. Recently we've added / overhauled the suppressive fire command - which is now what you'd expect it to be. But more about that in https://forums.bistudio.com/topic/189479-ai-suppress-command/ But... but.. we all wanted that vaccum-cleaner AI so much... Why you do this... :D 1 Share this post Link to post Share on other sites
alky_lee 279 Posted April 2, 2016 :nener: It was an April 1st joke. But on the bright side of it - the AI won't be bumping into furniture (what is furniture? :o ), falling down the stairs, running in circles and won't need any charging base ;) Instead of making April jokes our programmers continue working on and improving the AI. Recently we've added / overhauled the suppressive fire command - which is now what you'd expect it to be. But more about that in https://forums.bistudio.com/topic/189479-ai-suppress-command/ It's a good job that you've come clean, otherwise you could have been Dyson with death. 1 Share this post Link to post Share on other sites
mikey74 179 Posted April 3, 2016 :nener: It was an April 1st joke. But on the bright side of it - the AI won't be bumping into furniture (what is furniture? :o ), falling down the stairs, running in circles and won't need any charging base ;) Instead of making April jokes our programmers continue working on and improving the AI. Recently we've added / overhauled the suppressive fire command - which is now what you'd expect it to be. But more about that in https://forums.bistudio.com/topic/189479-ai-suppress-command/ lol kinda figured that but offer though goofy it was still remains. :P :) Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 3, 2016 I will break the "no promises" rule here as it's pretty safe to say that in near future you can expect some massive AI improvements - from clean AI driving to brand new room clearance and town sweeping FSMs. We're also teaching the AI few new dirt(y) tactics ... .... :nener: It was an April 1st joke. ... .. 2 Share this post Link to post Share on other sites
cosmic10r 2331 Posted April 4, 2016 Actually we've recently teamed up with a renown robotic vacuum cleaner company. Our programmers are currently wiring up the acquired path-finding algorithms into the Arma 3's AI. And the results so far look great! I will break the "no promises" rule here as it's pretty safe to say that in near future you can expect some massive AI improvements - from clean AI driving to brand new room clearance and town sweeping FSMs. We're also teaching the AI few new dirt(y) tactics ;) Stay tuned! Next time you sit down with them can you ask about an RMA for this particular unit... My base is still a dump :lol: Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 6, 2016 Hi, there's some unwanted jerky body movements the AI do sometimes when searching for a target. It looks as if these movements should be head or eye movements instead of rotating the entire model: 2:26-2:28 (2 seconds) in this video the bots are looking upwards and it is very noticeable, the sudden snappy movements. I think whatever the purpose of these fast movements are, should instead be eye or head movements and try to have the model direction movements a bit less snappy. thanks and keep up the great AI work. 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted April 6, 2016 Ive noticed that jerky move too tho that seems like they are somewhat aware of the AI above them on the next floor and really really want to target them thru the ceiling but were denied by superior Ai dev skills. Pretty awesome to see these guys advance upstairs like that tho for anyone who still remember the trauma of OFP indoor pathfinding. The thing I'd really like to see improved the quicker orientation of a close enemy - example the AT guy still pointing his rifle out the window at 2:39 while clearly there are enemies behind him on the stairs. He later dies while still pointing outside. Also the unused sidestep animation in the library would be great for indoor battles as would give the feeling of 'shit jump for cover'. Share this post Link to post Share on other sites
Vasily.B 529 Posted April 6, 2016 I noticed they are doing alien moves when phroning for longer time (idle animations) like extend arms and neck , Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 6, 2016 Ive noticed that jerky move too tho that seems like they are somewhat aware of the AI above them on the next floor and really really want to target them thru the ceiling but were denied by superior Ai dev skills. Pretty awesome to see these guys advance upstairs like that tho for anyone who still remember the trauma of OFP indoor pathfinding. The thing I'd really like to see improved the quicker orientation of a close enemy - example the AT guy still pointing his rifle out the window at 2:39 while clearly there are enemies behind him on the stairs. He later dies while still pointing outside. Also the unused sidestep animation in the library would be great for indoor battles as would give the feeling of 'shit jump for cover'. the orientation of the blufor is my fault. used disableAI 'MOVE' to get them to stay still while garrisoned, which makes their orientation a bit sluggish. Share this post Link to post Share on other sites
froggyluv 2136 Posted April 6, 2016 ^^^ Ahhh, thought he looked more clueless than usual :p BTW Ive really noticed how well an AI led squad follow me on a busy battlefield lately while still engaging targets and diving to prone -a tough nut to crack no doubt. Nice job BI Share this post Link to post Share on other sites
JojoTheSlayer 35 Posted April 12, 2016 Considering more people are following this thread I will put this here as well. I did some testing myself with this, but in regards to Player controlled Ai. These are my findings... Most interesting to you guys might be that I think that "Ai injury" thing and etc will affect all Ai in the game. Regardless of under player or Ai command. Script used / Feedback: RetreatPlayer.sqf ----------------- Place repeatable radio trigger in editor. Add in On Activation: nul = [group player] execVM "RetreatPlayer.sqf"; Scripts disables AutoDanger etc for 2 mins, then returns the Ai back to normal. Known Issues: A) setUnitPos does not work if the unit is under player control. Ergo it does not work at all in this script.The reason its still there is to show what is needed if the player have ordered the Ai prone before using the "retreat" script. B ) Injuries that slow down units "might" slow down other units behind him. They refuse to run past.Giving new return to formation order might cause faster troops to run back to the slow one to reform the formation with them. C) Orders are not executed by Ai before the players ingame voice is done talking. Aka giving the virtual orders.Which includes giving a "no target" command to every individual unit in the players controls. D) Ai will usually walk if ordered to go somewhere, but will sprint if they are in formation following a running player. Pros: A) All script commands are overridden by a player command afterwards. This includes target commands while the script is on. B ) Does not seem to cause any serious unwanted effects or bugs. End Notes. (Script based on Old_painless version from this thread.) hintSilent "AutoDanger OFF";{ _x commandWatch objNull; _x disableAI "AUTOTARGET"; _x disableAI "TARGET"; _x disableAI "SUPPRESSION"; _x disableAI "AUTOCOMBAT"; _x setUnitPos "AUTO"; _x setBehaviour "AWARE"; _x doFollow player; _x setFormation "FILE";} forEach units group player;Sleep 120;{ _x commandWatch objNull; _x EnableAI "AUTOTARGET"; _x EnableAI "TARGET"; _x EnableAI "SUPPRESSION"; _x EnableAI "AUTOCOMBAT"; } forEach units group player;hintSilent "Ai Normal"; Sleep 3;hintSilent ""; More on Commanding Player Ai Retreat order requested added to Menu 1-9, which is now free,... here: https://forums.bistudio.com/topic/189759-player-ai-command-now-that-wait-is-gone-can-we-get-retreat-instead/ 1-9 short version? == 2 Share this post Link to post Share on other sites
domokun 515 Posted April 13, 2016 Personally, I think that this kind visual representation of AI skill (http://imgur.com/gallery/Mdhgs/new) provides users with a much better appreciation of accuracy that numeric values in a cfg file. So maybe it's a feature worth integrating into the the game? e.g. Options/Game Options/AI accuracy. There users could view a render of AI's accuracy for each of the different categories (Recruit, Standard, Veteran, Expert). It would be especially awesome if users could visualise their changes in AI accuracy in real-time and/or change results depending on other key parameters, e.g. injury, fatigue, stance, suppression, range, type of weapon. Ideally these values could be put into context by displaying typical values for current soldiers, e.g. an average soldier (not recuit) with an assault rifle, should be able to hit 60% 1m targets @ 300m in less than X minutes. Share this post Link to post Share on other sites
CANADAVE 14 Posted April 15, 2016 I loaded up DEV branch 1.59 to try out some of the new features. I played some of the old showcase missions to test AI performance - specifically Infantray and Combined Armes showcases. Holy cow.... that is some tough AI.. I haven't played either to completion in a long long time, but both cases took me more than 20 loads to get through. I suck!! Rather than judget the AI based on my performance, I think its better to judge based on the AI behaviors that I observed. Overall the AI behaviors are extremely realistic. I break my assessment down into three areas of AI behavior - Movement, Engagement, and Reaction, plus two other 'assessments' of Awareness and Precision. Movement - this is just observing how AI move through the space in a threatened or unthreatened state. Overall I don't know what to say other than it's pretty perfect. They move logically from cover to cover. They move as a team. When threatened they take appropriate cover. Sure there are times they get caught standing on an open hill side, or going prone beside the 'big rock'rather than behind it... but overall it's pretty awesome to watch. Engagement - this is just observing how they engage offensively. Overall its also really good. They move to cover and go prone or crouch before engaging. They don't camp unless pinned. The move forward covering eachother and even suppressing. They look better than allot of human squads I have observed. It's pretty awesome to watch. One thing that could improve is fire and movement in finer or more aggressive steps while in closer quarters eg.<100m (ie. clearing in and around builidings aggressively). Reaction - this is just observing how they react to counter offensive. Again, overall they are really good. If not prone or behind cover they generally move immediately. The odd time the AI will stand their ground (literally continuing to stand in open spaces after being fired upon and have a shoot out) but this is rare and maybe an accurate reflection of varying individual 'bot' intelligence on the battlefield. They move to flanking positions (since OFP so nothing new here) and press aggressively. They retreat to better positions when low in numbers. When isolated they camp in logical spots (under strees, behind rocks). Overall in the open spaces of the Infantry and Combined Arms Showcases the AI behavior is amazing. I'd like to try CQB / Urban next to see how the behaviors change. Now... what I had some frustration with was in the two categories of Awareness and Precision. I was playing on the Normal preset in 1.59. Awareness - overall I felt the AI was overly aware of my position in most situations. I know this is a totally subjective assessment and influenced by my behavior in the game but it just felt off. For example in scenarios with only 1 or 2 AI left on a hill 200M away with broken line of site to me at 200M moving behind sand bag walls the AI just knew where I was going to pop out. It was as if they had a drone and were observing me from above or could somehow see me through the wall. Another example was the Night showcase where you have to cause a disturbance. The AI patrol became aware of me VERY early on...maybe >200M, while I was couched in grass at night with no Night Vision. Just seemed off for a 'Normal' situation. Precision - talked about to death. the AI are so good at standing, 300M head shots with iron sights. Combined with the awareness above.... it made for a very difficult time on Normal to complete the showcases. One thing funny I noticed regarding the AI on these two showcases. In both the Infantry and Combined Arms showcases my AI team mates get DESCIMATED every time. I'm not leading them, I'm following so I don't think it's heavily influenced by my performance. But it happened every play through.... I am always the only survivor and generally my AI squad mates get destroyed quickly.... it's not even close. I don't know how to explain this... maybe a dev can chime in. Is enemy AI boosted somehow? or friendly AI dumbed down to offer the player more 'action'? It just seemed off - and made the mission even more difficult for me since I basically had to lone wolf the 2nd half of both showcases. I did play with the precision (or accuracy? can't remember the name) slider dropping it to 0.1 just to see if it did anything. Holy cow does it doe something. The AI could not hit a barn at 10M. Was funny. So overall that's great. I think having AI precision adjustable from "GOD" to "BLIND" is perfect as it allows full range of scaling. Perhaps the Normal preset should be changed however since most will play at the Normal level and may get discouraged / frustrated (or feel emasculated for not being able to be at least 'Normal'). :) I still want to try CQB / Urban and understand a little more about their awareness and the effect of 'Intelligence' on 'awareness'. But this is a great step for ARMA. 3 Share this post Link to post Share on other sites
f2k sel 164 Posted April 18, 2016 I just ran a little test using Regular difficulty and I was getting slaughtered before I could even see any enemy. I placed a single enemy AI at the end of the runway, no ammo and standing and then I placed my group at the other end with disableAI "target" and "autotarget" The AI could still spot the enemy at 1km and knowsabout goes instantly from 0 to 4. Even though I know where the enemy AI is all I see is a single pixel. I ran the same test in A2/OA and the AI need to get within 200 meters before knowsabout starts to change. The current situation seems to make stealth missions impossible. Share this post Link to post Share on other sites
infrareddimming 195 Posted April 19, 2016 Hi, there's some unwanted jerky body movements the AI do sometimes when searching for a target. It looks as if these movements should be head or eye movements instead of rotating the entire model: 2:26-2:28 (2 seconds) in this video the bots are looking upwards and it is very noticeable, the sudden snappy movements. I think whatever the purpose of these fast movements are, should instead be eye or head movements and try to have the model direction movements a bit less snappy. thanks and keep up the great AI work. How did you get the ai to behave like that? I can never get them to maintain cohesion and some reasonable form of speed. They always hunker down and go prone. Share this post Link to post Share on other sites
mickeymen 324 Posted April 20, 2016 Hello everyone. I just wanted to ask. Someone or someday will the learn AI to use special weapons? I mean Anti-Personel missiles/rockets of Titan, RPGs and mines/explosives. First I tried repeatedly to inform about this issues on the feedback tracker, but as seems to me, these issues are not of concern to anybody. :huh: But why? Imagine, how it would be great, if the AI in the Arma will use these special weapons against the player. For example, the player hid in the house and at this moment out the window to him flying enemy rocket or missile! Or if explosive specialist will blow up the house in which hid the player. Bo-oo-om and player already in the in the destroyed building and wounded. It would be really cool! But it's all not in the Arma. The player boldly moved inside any building(because he knows no one will attack the building) and not even looking at the ground during move on the terrain (because he knows that there are no mines). Of course, I mean the game against the AI. But If the AI will use a mines and Anti-personnel missiles/rockets then it would be possible to keep the player in more fear before of the enemy. Please Note. If the AI doesn't use launchers against infantry and mines/explosive, then it is not only an indicator of the level of AI in the game. It also makes life of the AI is more difficult, because the AI is carry in their backpacks all these heavy objects and for this reason get tired faster. Explosives, mines, RPG-rockets and Titan missiles have not small weight in the game but unfortunately all of these devices in backpacks make no sense. Maybe it's finally time to think about it? :rolleyes: BIS please do not bury this issue! Share this post Link to post Share on other sites
domokun 515 Posted April 20, 2016 Hello everyone. I just wanted to ask. Someone or someday will the learn AI to use special weapons? I mean Anti-Personel missiles/rockets of Titan, RPGs and mines/explosives. First I tried repeatedly to inform about this issues on the feedback tracker, but as seems to me, these issues are not of concern to anybody. :huh: But why? Imagine, how it would be great, if the AI in the Arma will use these special weapons against the player. For example, the player hid in the house and at this moment out the window to him flying enemy rocket or missile! Or if explosive specialist will blow up the house in which hid the player. Bo-oo-om and player already in the in the destroyed building and wounded. It would be really cool! But it's all not in the Arma. The player boldly moved inside any building(because he knows no one will attack the building) and not even looking at the ground during move on the terrain (because he knows that there are no mines). Of course, I mean the game against the AI. But If the AI will use a mines and Anti-personnel missiles/rockets then it would be possible to keep the player in more fear before of the enemy. Please Note. If the AI doesn't use launchers against infantry and mines/explosive, then it is not only an indicator of the level of AI in the game. It also makes life of the AI is more difficult, because the AI is carry in their backpacks all these heavy objects and for this reason get tired faster. Explosives, mines, RPG-rockets and Titan missiles have not small weight in the game but unfortunately all of these devices in backpacks make no sense. Maybe it's finally time to think about it? :rolleyes: BIS please do not bury this issue! AFAIK the AI engages armoured targets with AT weapons perfectly adequately. As for using AT weapons against infantry that's a waste of AT (what happens if armour appears later?) unless the target is hiding inside hard cover. I agree with your about mines but I think that would be difficult to develop and BIS has higher priorities a the moment resolving performance issues and weird physics). Share this post Link to post Share on other sites
Vasily.B 529 Posted April 20, 2016 AFAIK the AI engages armoured targets with AT weapons perfectly adequately. As for using AT weapons against infantry that's a waste of AT (what happens if armour appears later?) unless the target is hiding inside hard cover. I agree with your about mines but I think that would be difficult to develop and BIS has higher priorities a the moment resolving performance issues and weird physics). I think he not mean AT rockets but AP. There is Ani-personel rockets for titan or titan compact (sorry, i ddint played vanilla fo almost year), but it also about the modded weapons like (most famous) RPG-7 and its OG (he fag) and TB (thermo-baric) rounds, Share this post Link to post Share on other sites
mickeymen 324 Posted April 20, 2016 AFAIK the AI engages armoured targets with AT weapons perfectly adequately. As for using AT weapons against infantry that's a waste of AT (what happens if armour appears later?) unless the target is hiding inside hard cover. @domokun this is sad to me, but you did not understand my message. When I say that the AI does not attack the infantry by mean the launchers, I mean the personal facilities, which are special intended for the infantry! may be you not know is that in ARMA there the anti-personnel rockets(RPG-42) and missiles(Titan-Launcher)? If they exist, then AI should use them, because the effectiveness of such weapons is very high. Also, if the player can use this special weapons against AI, but the AI is not able to use, then the player will always have the advantage over the AI player. As seems to me, in addition to the above disadvantages, this fact makes the game also not fair. 2 Share this post Link to post Share on other sites
oukej 2910 Posted April 20, 2016 Switching ammo according to the target or situation has been requested (especially in rel. to SDAR dual-purpose vs. STANAG) from the players and discussed in the team several times. Sadly it wouldn't be as easy at it may look. It's not planned. I'm sorry to disappoint you. Share this post Link to post Share on other sites