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AI Driving - Feedback topic

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you can tweak lots config settings to minimize performance hit, only way to tell is by giving it a go - it's on Steam so easy to add into the mix!

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What are the most pressing AI driving issue in your experience?

 

Is it really objects/units blocking the road?

Or rather AI getting confused by objects near the road, getting off road unnecessarily and with bad consequences, taking corners badly, and traffic avoidance?

 

Not talking about convoy behavior or object interaction with vehicles..

 

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- unpredictable obstacle avoidance (somethimes I don't see any, but its always at the same spot, must be terrain-related)

- missing crowd management (if few units/vehicles try individually to solve a situation, they usually contradict the actions of others. in that situation a crowd management must take aktion simulating communication/coordination between drivers in such an situation (e.g. you move first, when you are few metres away then I move next..))

- inability to detect obstacles early enougth, vehicles smash often into clearly visible objects at middle of the street

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14 minutes ago, The Man Without Qualities said:

- inability to detect obstacles early enougth, vehicles smash often into clearly visible objects at middle of the street

 

My experience is that the AI can't detect anything but terrain objects. If it's not terrain object, the AI will just bump into it, and only then try to find a way around - and that part is ugly to watch too.

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On 4/9/2019 at 8:52 AM, .kju said:

Is it really objects/units blocking the road?

Or rather AI getting confused by objects near the road, getting off road unnecessarily and with bad consequences, taking corners badly, and traffic avoidance?

Its a bit of both.

The AI ends up driving to fast, can't stop in time and then crashes or over shoots a corner.

The AI also show almost no regard for other vehicles. Vic A drives up behind Vic B, bumpers Vic B, Vic A then tries to go around but Vic B pulls to the same side as Vic A resulting in another crash, then Vic A slowly scrapes around Vic B or runs them off the road or complete stop and then a headache ensues.

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maybe the distributed design aproach might be one of the generic roots for all problems.

If I remeber inteviews with BIS Spanels the made the netcode design years back having in mind that there are weak computers and slow internet connectivity.

Hence they distribute the load of AI calc to the clients as far as they can and to overcome the weak connectivity with the server (and hence the inaccurate sync) the do a kind of prediction at server.

That way "rubberbanding" occurs as well as units "spawning around" for a few meters.

 

If now 3 vehicles meet somewhere, one owned by server, one by client A and one by client B, it is up to the server to merge all events and feed the results back to the clients.

That has some delay and might explain why vehicles sometimes smash into each other, maybe client B was not aware about the fact that client A vehicle made a sudden move.

 

If everything (controler input of all clients) would be merged at server before executed (simulated) it might change the entire behavior. As for oldstyle MP-shooter.

 

Dunno if the methods I described are still in code like that, but if so, I have doubts that changes to the AI routines would result into any significant improvements.

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For the first time in ages, I ragequit Arma3.  Holy fucking weeping jesus Devs, do you even play your own game?  I'm in a prowler, and tank is ahead.  We are travelling down a STRAIGHT road on tanoa, and my driver decides to run over the standing stones at the side of the road.  Later, the same road, we come across a tank.  The driver tries to pass the tank, swerving uncontrollably, hits the back of the tank and we're all dead.

 

Sandbox, my friggen arse !

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20 minutes ago, kremator said:

For the first time in ages, I ragequit Arma3.  Holy fucking weeping jesus Devs, do you even play your own game?  I'm in a prowler, and tank is ahead.  We are travelling down a STRAIGHT road on tanoa, and my driver decides to run over the standing stones at the side of the road.  Later, the same road, we come across a tank.  The driver tries to pass the tank, swerving uncontrollably, hits the back of the tank and we're all dead.

 

Sandbox, my friggen arse !

 

I gave up on vehicles long time ago; the only place they work is flat deserts without roads, heck even boats aren't able to properly navigate around static ships.

That AI driving overhaul BI started and never finished has made things even worse; for me Arma 3 has been 100% infantry for a couple years, at this point vehicles are just esthetic bonus for fancy insertions and extractions.

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Yes. I think this has been part of the move, intended or otherwise away from COOP and towards PvP and it's attendant PvE. That has been what has been buttering BI's bread for years now so it's not to be unexpected.

As playerunknown has shown us, any fool can make an utterly synthetic, addictive PvP that has no reference to real life. It takes skill and years to make AI that are worth their own pixels. Ask the Spanel brothers.

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