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cosmic10r

AI discussion [Any Branch]

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Thanks cosmic, actually found that snippet when searching but thought I was looking for an addon.

 

/KC

 

No worries... I adapted it to sides and have West, East, and Independant set at different skills. Works great...

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So your talking about how the AI places itself on the map relative to player? Hmmm. That would be the sign of insanely good AI and would be giving BI way too much credit :P

I don't necessarily think that's the case, basically from what I've seen is that the way "prediction" coupled with other forms of data acquisition for the AI (such as "hearing" very very well) basically gives the AI the appearance of precognition. I'll explain as I respond to points.

 

 

Maybe what your meaning is the lightening like reflex of the AI to turn/shoot in eye blink speed when you are on their periphery?

I actually have created a workaround for that which seems to work. I would love know if min/maxGunTurnAI works with infantry, it definitely seems as if modifying min/maxHeadTurnAI does. I don't know about Arma 3 AI, however the ARMA 2 AI practically had 180 degree "perfect" vision in which if you ran at a right angle to an AI at a moderate distance (50m), they would immediately detect you as an enemy. Basically I occluded the head turn angle so that it's not as if they're part owl-kin and can detect players as readily from steep angles at or beyond the periphery of their vision. It makes having an advantage when you intercept AI at a 90 degree angle a lot more meaningful.

I would also love to know if maxTurnAngularVelocity applies to AI turning, I can't really seem to discern any difference from what I've done.

 

Or just how they sometimes keep the bead on you when your on the other side of a wall -though this has been proven to be just an educated guess that is flawed.

are you saying that the hypothesis is flawed or that AI prediction is flawed?

I would absolutely say that in such cases it seems to be as I mentioned a combination of what the AI can "hear", and how prediction seems to work. If you want a better example, the YQ mod has a good feature that is good for interpreting what the AI seems to perceive. I actually created a custom player character whose audible variable has been knocked down significantly and the AI's ability to "predict" has been considerably diminished outside a given range.

Basically how it seems to work is that the AI will go into a state of "predicting" the way another AI or player went based on the direction they were last moving when they saw them, the rest is basically mediated by how well they can hear, which I now more than ever believe is a resounding "far too well".

 

I know you said you cant right now, but seriously some sort of video would seriously help to break down exact situations as just explaining it just lends itself to too much speculation and misunderstanding.

I won't be able to get any sort of capture unit at-present, but once I can I will definitely give it a go.

 

 

Personally now that Im addicted to Greenfists tool (of the year!), Im more impressed with the AI then I was before because I can see exactly what they do and dont perceive and some of the nutty shit they decide to do. Whats really lacking imo, are the proper animations to better show fear, surprise, focus, aggression etc as we'd actually have some visual feedback to how their 0's and 1's are thinking -kinda hard to notice they have suppression shake when they still headshotting you...

I believe I have used it, and yes it is interesting, and honestly a lot of these results seem difficult to duplicate in a non-squad based mission setting. Not sure why, but just tossing down editor units seem to behave differently than trigger spawned squads. I also agree with adding a human element to the AI, one thing that kind of irks me is how there is zero recollection time when suddenly coming face to face with an enemy.

If you look at some combat footage from WWII and other conflicts, hell, even recollections from former soldiers, there are times where they will find themselves suddenly in front of enemy combatants at close range and it takes a second to process exactly what the hell they're seeing, it's kind of like an "Oh shit" - moment.

There's actually a video of a now-deceased marine William Wold, recounting and incident in Iraq, where a fellow squadmate froze in disbelief when they encountered a platoon of insurgents at reasonably close range, it's not an uncommon phenomena and would likely take considerable discipline and training to counteract.

But with the AI it's literally like

"I see part of his shoulder, ENEMY CONFIRMED, *BRRRRRRRRRRRT*" - in a fraction of a second.

Granted I know there are times where the AI can bumble around and not seem to perceive the player in a competent way, but in nearly all mutual, spontaneous head-on encounters at close range where the AI does not know exactly where I am, it's as if they were expecting me, when in fact they just have ridiculously fast reflexes and nothing inhibiting their ability to quickly and accurately draw a bead. There's no simulated human error except a few random number thresholds it seems.

 

 

Also, recently been using Eggbeasts AI sub skills presets and its like night and day from just using the AI slider bar - you can actually create strategy game level results when pitting a green conscript level squad vs. spec ops -suggest a try.

This is the best way I can describe what I've seen the AI do.

http://i.imgur.com/r0dFOwo.png

Now, it was an incident in which I first encountered the AI on the right side of the drawing, fire was very briefly exchanged, however I knew if I stopped as I was the one moving into the AI's field of vision, I was likely going to be hit first. So I moved to the left along the wall, quietly.

This is basically where the AI's ability to predict movement comes in, however instead of giving chase, what the AI did was inexplicably predict that I was going to come up from the other side in spite of not being able to hear me beyond a certain distance, for all it knows I could have moved left and then moved anywhere else.

What's even more screwed up, is I watched the AI move to it's secondary position and then WALK BACK to it's primary position after I had changed direction mid-route and moved back toward the original point of contact. I did this without actually exposing myself, I literally just moved 3/4 of the way and then turned around, again moving quietly, not running. They seem to passively "know" how to mitigate tactical approaches without them actually having any reasonable basis as to what exactly the player might do.

Since I have screwed around with the audible cfgVehicles variable, it seems as if that phenomena has been diminished considerably, lending a lot to my hypothesis that the AI can hear unreasonably well.

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That is, until I kicked their SensitivityEar value down a few notches, and then all of a sudden their magical "echolocation" powers suddenly vanished.

 

 

One quick question (and sorry if it feels noobish): is it possible to change this value by script instead of mod ? If yes, can you tell us you did it ?

Thx !

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hello

i have cpu amd 8150  7870 2gb  but arma 3 and dayz in the city make only 20 30 fps   why ? pls give me answere becouse this problem make me crazy

bf4   gta5   insurgency whit all game i play  +60fps but arma and dayz no why bohemia you whant to kill my dream why ?

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