Gunter Severloh 4067 Posted May 26, 2019 AI Facts & Myths Compilation List Last update: June 30th, 2024 A compilation list of AI facts, & myths sorted by subject. A TRUE, FALSE, or UNKNOWN answer is given after each listing if they have been answered and any extra information for that listing. Information listed here are from my own tests, as well as others, and among the many are from the AI Discussion thread, and the Development Branch Captain's AI Log thread. Video Overview Legend TRUE = means it is correct, and has been confirmed. FALSE = means it is not correct. UNKNOWN = means hasn't been confirmed, or proven to be true or false. ========================================================== AI Actions, Interaction, Pathing, & Tactics Spoiler AI will rest their weapons on walls /use bipod - UNKNOWN AI will walk through walls or other solid obstacles, if an other path cannot be found - TRUE AI prefer crouch stance on most surface Types when in stealth or combat mode - TRUE (That behaviour is linked to a property in CfgSurfaces. In theory : they will crouch or go prone in combat and stealth modes depending on surfaceType. What's actually happening around them has nothing to do with that behaviour - doesn't matter if they are actually engaging or not.) More information: https://community.bistudio.com/wiki/Arma_3_CfgSurfaces_Config_Reference#AIAvoidStance AI are able to open doors in some buildings and search - TRUE It is possible to teach the ai how to properly interact with them - UNKNOWN AI are able to consider and control the recoil of the weapon - TRUE You can configure how the AI responds - TRUE AI can be suppressed - TRUE Since Arma 3 v1.67 is it possible to create 288 AI groups per side instead of 144 as before - TRUE In a last resort action AI infantry would flee when unable to engage - TRUE AI can occasionally suffer a lower rate of fire when pinned down - TRUE AI prefer to stop and shoot, rather than run to cover, if enemy is close - TRUE https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?do=findComment&comment=2409959 AI soldiers can plan their path through objects along the coastline - TRUE When AI ordered to engage, it will engage even a vehicle without weapons - TRUE AI will use cover and flank you when they know your about position and are seen - TRUE AI will attack an enemy vehicle with weapons but without ammo (he no longer has info about the number of magazines) - TRUE AI will avoid dead bodies - TRUE (10-01-2014 Fixed: AI avoiding dead bodies) AI unit that comes under fire will no longer return fire with the same accuracy as when it's not endangered - TRUE Spoiler Notes: Projectiles that pass by, impact or explode near an AI unit make its aiming capabilities deteriorate. The more bullets, the closer impacts, the bigger calibers the stronger the effect. And the longer it takes the AI to recover and stabilize its aim. Especially if the AI's skill is low. Whereas a Tier1 operator may just shrug it off in no time 😉 The effect may not be apparent at first glance. Note that this update does not change the explicit AI behavior and decision making when under fire. But we still hope this mechanic will significantly contribute to the richness of combat, enhance your tactical options and increase the enjoyment of firefights with the AI. New cfgAmmo properties: dangerRadiusBulletClose and dangerRadiusHit were added. And at the same time the functionality of other two, also relatively new, properties was changed. dangerRadiusHit - defines how far the AI gets alerted by the projectile's impact or explosion. Default value -1 makes this distance be automatically derived from the hit and indirectHit properties. dangerRadiusBulletClose - defines how far the AI gets alerted by the bullet's pass. Default value -1 disables the detection. (works only for bullets, no other projectiles) suppressionRadiusHit - defines the max. distance at which the AI becomes suppressed by the projectile's impact or explosion. Default value -1 disables the suppressive effect suppressionRadiusBulletClose - defines the max. distance at which the AI becomes suppressed by the bullet's pass. Default value -1 disables the suppressive effect (works only for bullets, no other projectiles) AI in Boats, Helis, Planes, Tanks, & Vehicles Spoiler AI will disembark a vehicle as soon as canMove _vehicle; returns - TRUE Blackhawk AI gunners are more capable while searching for new targets - TRUE (done in OA and merged) AI door gunner are able to engage targets that the pilot cant see - TRUE (Fixed in 2015) AI driving wheeled vehicles prefer roads less when in Combat or Stealth mode - TRUE (15-02-2018 EXE rev. 144306 (game) AI wont use the co pilots seat when the pilot is dead - TRUE (The helicopter crashes no matter how much time you give the co pilot to take control over the helicopter.) AI helicopter pilots prefer not to crash to trees and hills - UNKNOWN AI drivers hate can-openers (actually any small object with PhysX I believe) and will avoid them, meaning that if you place them under wrecks then the AI will drive around them improving their ability to navigate down roads with obstacles dramatically - TRUE AI will use HE or HEAT against infantry when driving a tank - TRUE AI is capable of sling loading from a helicopter - TRUE AI can fly a VTOL plane - TRUE AI in boats are able to navigate around piers - UNKNOWN AI can drive physx vehicles - TRUE AI tries to keep the turret aligned with vehicle's direction if it has no targets - TRUE (As soon as the target is destroyed or the "no target" order was given they turn the turret back to 0° (From vehicle front) Automated tailhook operation for AI is used when landing on an aircraft carrier - TRUE AI will not disembark to change position in vehicle (if possible) - TRUE (A.I. will stick to their assigned vehicle role even if the driver of the vehicle was killed.) AI will not take your commanding role in vehicle - UNKNOWN Group units sometimes split into another group when entering another vehicle - TRUE AI (soldier/vehicle) will find the path faster (when close to or on road) - TRUE (20-01-2016E XE rev. 134014 (game) AIs in helicopters are able to land (e.g. unload cargo) even under fire - TRUE AI vehicles will react faster to hits with 0 damage - TRUE AI drivers are able to determine when they are stuck - TRUE https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?do=findComment&comment=2447157 Notes: If a vehicle gets under fire and it's crew jumps out their aim won't be perfect right away. AI Detection: Communications Spoiler AI will assign secondary targets to their own squad members if more then one player is spotted - FALSE (Each AI will report any goal it sees. Each AI can have only one goal. The priority will be the goal that is in the field of view of AI or the first in view of AI. If the priority target leaves the AI field of view, the AI will switch to another target.) AI can disobey to a player leader and follow another (JIP) player, not leader - TRUE https://feedback.bistudio.com/T137598 AI in groups share information about targets - TRUE (The radio item only changes the com channel AI will use - it has no influence on information sharing) As soon as any one unit in a group spots you, that info is transmitted to all units in that group straight away - TRUE Notes: So when they're all clueless, they're all clueless. But as soon as one sees you, then they all know where you are at the same time. A similar mechanic to when one of your group spots an enemy and he tells everyone where that enemy is over the radio. It's always been a OFP/ArmA feature, that the group has a group mind. One knows, they all know. AI Detection: Hearing Spoiler AI Can hear footsteps - TRUE AI's hearing works a lot like vision, as in solid objects will occlude the sound - TRUE Your speed of movement and fatigue (breathing effect) makes you louder and more likely to be heard by AI - TRUE https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?do=findComment&comment=2407195 AI can hear you more if you carry alot of gear - FALSE (When you have more equipment, fatigue significantly reduces speed. The character is very slow and does not create a lot of sound.) AI hear you less the further you are away from them - TRUE AI Can hear gunfire - TRUE AI is deaf - FALSE AI will react to being alerted by nearby explosions - TRUE AI cannot hear you if you are using a silenced weapon - FALSE (that depends on the distance i believe, if your within the vicinity of them they may here you but at distances they may not please correct me here) AI cant hear you if you are using a silenced weapon and are 50m+ away - TRUE AI can hear you more if you are running vs walking - TRUE AI hear you less if you are crouched and moving vs moving at a walking pace - UNKNOWN (If your running around crouched does it reduce your sound to the AI or is it no different then running in terms of making sound?) You can create a distracting noise that the AI will hear and target while you sneak past - FALSE (Noise would be a grenade, or some sort of throw able object that creates a noise when hitting the ground or a wall nearby.) Spoiler Notes: If you use a smoke shell / grenade A.I. does not react to it. ( Back in the days i created a A.I. feature which does exactly this make A.I. react to any kind of smoke shell / grenades nearby ) If you use a grenade the explosion of the nearby grenade will trigger A.I. to get into "COMBAT" behavior but this will be pretty much the same as if you shoot very close to their position. A.I. reacts to everything nearby to their position threatening them and in this case threatening could be defined as damage / kill them and thats why they do not react for example to any kind of smoke shell / grenade close to their position. AI can hear modded death screams of another AI not in their squad and react to it - FALSE AI can hear the sound of a vehicle distant, or nearby and respond to it - TRUE AI can identify the sound of weapons if they are enemy or friendly - FALSE What about radio protocols like when the AI say "move im covering" does the AI in the team hear that and respond accordingly - TRUE Spoiler Notes: Most of the radio protocols you are talking about are triggered by script commands. So if you for example give A.I. a move command the group leader will say "All move to this position" of if you change the A.I. group formation the A.I. group leader will tell this to his units by just using the <group setFormation "LINE"> command for example. B.I.S. is using some more micro A.I. behaviors where they do pretty much the same. So most of the time those radio protocols are triggered by any kind of command to fit what ever A.I. is about to do. They do react to grenades as it triggers them into combat, but they will not target the sound as in aim or look in the direction of the explosion - TRUE Spoiler Notes: They switch to "COMBAT" behavior which makes them go prone and scan the area for any kind of enemy but they will not react in any other way to the grenade explosion than to any other kind of threat which to me makes pretty much sense because the grenade in my case was thrown from behind the enemy A.I. group. So if they all would just look / focus at the explosion of the grenade i could very easily just go ahead and shoot them point blank in the back. AI can target a sound but cant identify the sound source if its friendly or enemy without visually seeing it - TRUE All anti-material rifles can be heard and seen by the AI on a similar distance - TRUE (14-09-2015 EXE rev. 132389 (game) Spoiler Notes: Brings the gunshot detection closer to 1.58 state (fixing https://feedback.bistudio.com/T118246) plus a bit more. It slightly increases the hearing when compared to 1.58 (which was ~ 250m). It also increases the gap between normal and suppressed weapons. To give you some numbers - you can expect the AI to hear standard gunshots at about 300m and suppressed ones at slightly more than 50m (depends on the AI skill and weapon caliber (ammunition)). Tank cannon is ofc. heard by the AI much further away. Especially for the louder weapons the values may still seem small when compared to the actual shot audibility (i.e. MX weapons are detected by AI @ 300m, but they can be heard by the player @ > 800m). We also wanted to avoid detection by units that may - from gameplay perspective - not be really related to the current AO. It's a compromise that can suit stealth missions as well as mid-battle ones. On the other hand the visual detection of shot has been lowered so AI will mostly rely on its hearing abilities. =========== There have been some rather big changes to AI detection ranges and in general the detection should now more accurately reflect the audible and visual state (in harmony with vis. update). To give some more details and quick examples (approx. distances, Regular diff., 0.6 skilled AI, flat surface without clutter) Previously, in full moon night the AI was able to spot a running target at 25m and track it up to 350m. Now the AI is able to spot such target at 40m but it won't be able to track it further than roughly 80m. With a flashlight the AI was sometimes able to spot a running target at more than 100m. Now the flashlight won't help the AI detect targets beyond 30-40m. That is still better than - without FL or NVG - a pitch black night where the AI almost exclusively relies on its hearing. Of course, when you decide to wander under the lights of streetlamps .... better shoot the bulbs 😉 And don't even think about switching on your own torch. Previously the AI would almost always detect you if you got closer than 20m. Now you will be able to get more personal. But keep in mind that Arma is still not a super-stealthy come-tap-on-my-shoulder game. Our AI don't like hugging and shaking hands, they keep their comfy zone. Should you decide to poke the AI with your muzzle they will get angry at you. Even in the darkest night. AI is always happy to use optics to spot scared players better. From now on the darker it gets the less useful are the optics to the AI. Previously there was a little difference between how far the AI spotted static and a walking target. At the same time there was much more noticeable gap between running and sprinting. From player's perspective - of what is easier to notice - it's more of a static vs. moving target dilemma. Next time you try to ambush the AI, plan your movement carefully and freeze when in the enemy's LOS. It may save your life. (In numbers the detection is approx. 100m for crouched static target vs. 240m for walking, 340m running, 360m sprinting, target) And also the gap between AI spotting you and recognizing you as an enemy has been increased. You'll be able to notice this mainly when facing AI that is already in combat mode and is actively looking for enemies. Focusing its sight in narrow angle and using optics. Such AI will be able to spot you - if you get into its focus area - much further away than AI that has its weapon lowered. But it will only be able to recognize you once you get a bit closer. (If you get spotted by an unaware AI patrol you are usually close enough for them to recognize you by focusing) AI Detection: Vegetation Spoiler AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged) AI can see through fallen vegetation - FALSE (was fixed in version 1.84 2018 ---> Tweaked: AI is no longer able to see or shoot through fallen trees https://forums.bohemia.net/forums/topic/216507-17-years-old-bug-in-a3-a-fallen-static-objects-geometries-bug/ AI cannot see through vegetation - TRUE https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?do=findComment&comment=2893759 Note: They can not see through any solid vegetation. Many trees and bushes are partly semi-transparent and have holes in them. And the visual appearance doesn't always reflect the actual view geometry. AI Detection: Visibility Spoiler AI cannot see you if your lying prone in a ghillie suit - TRUE (depends on type of vegetation, and terrain). AI has 120 degree field of view (IIRC) and will detect objects right in front of them more easily than on the edges - TRUE (since AI usually keeps looking around constantly, the effective field is almost 360) AI cannot see you in dense fog - TRUE Fog will pretty much reduce / affect A.I. unit(s) enemy knowledge and visibility. AI can see you with night, and thermal vision goggles on - TRUE AI cannot see you if its pitch black outside and they have no NVG - TRUE AI spotting abilities depend purely on the individual AI skill and the equipment available to the AI - TRUE AI can detect you in the dark if you are using a flashlight - TRUE AI will have a decreased visibility of shooting, after killing one of them (also know each shot close to enemy will decrease error of guessed position) - UNKNOWN AI without direct LOS will only fire for a limited amount of time, and will stop firing - TRUE AI sight is limited by object view distance, not landscape view distance - TRUE AI will turn on the lights in a vehicle when it gets dark out - TRUE The AI visibility at night is limited but they can still see - TRUE AI can still spot you if you are partially sticking out behind cover even if they haven't seen you initially - FALSE Note: AI can only see your "central nervous system" so to speak. They can't spot your limbs or sides of torso, only the head and spine. This is why you can hide behind traffic sign posts for example. AI Gear, Shooting, & Weapons Spoiler AI can properly use weapon optics to find enemy - UNKNOWN AI can use TI in optics to find enemy - UNKNOWN Weapon attachments properly affect AI aiming - TRUE (Fixed in 2015) AI will use Binoculars if they have them - TRUE Mortars controlled by the AI can not shoot more than one round at a time - TRUE (13-02-2017 EXE rev. 140375 (game) Countermeasures timings and bursts can be used by the AI - TRUE When AI uses Binoculars they actually can spot easier - UNKNOWN AI wearing plated vest can withstand several bullets depending on the bullet caliber and vest coverage and type - TRUE AI is able to change the fire mode on a weapon capable of shooting semi and auto - UNKNOWN AI can shoot over animals - TRUE (Fixed in 2013) AI can shoot through penetrable doors and walls if they know your on the other side - UNKNOWN AI will switch to and use a pistol in a CQB range vs its assault rifle - TRUE for Snipers only. AI have more or less dispersion based on their skill when firing - TRUE AI will use 30mm HE shells against infantry - TRUE (24-01-2018) AI wont switch to their sidearm, when their rifle still have some ammo left - TRUE AI prefer not to waste rockets on infantry rather shoot them at vehicles - TRUE (if the cost value of the infantry is lower then the one of the enemy vehicle.) AI can use rangefinders and predict their ballistics - UNKNOWN AI can engage targets while firing from a moving or static vehicle - TRUE AI firing from a vehicle with personal weapons will loose aim if you shoot around the vehicle - TRUE AI Skill formula thread The mystical skillFinal formula AI accuracy is influence by rotation (faster rotation, less precision) - TRUE AI accuracy is influenced by shooting (more shooting, less precision) - TRUE AI accuracy is influenced by movement (more movement, less precision) - TRUE AI accuracy is influenced more logically in proportion to skill - TRUE AI accuracy is affected by fatigue - TRUE (First with full stamina, then forced to 0. Accuracy returns to normal only very near the full stamina. This was with 15% precision in the difficulty settings and zero (20%) unit skill. On higher skills the effect is small but still there.) AI Grenades, Mines, & Throwables Spoiler IR grenades do not attract the attention of AI, even if the AI is equipped with a thermal imagery - TRUE IR grenades can be identified for AI as a target, if you give an indication to AI about a target on an IR grenade - TRUE AI will run from grenades - FALSE (AI does not respond to any type of grenades and does not avoid them.) AI will react to chem-lights - FALSE When AI uses a thermal sight, the smoke screen is ineffective - TRUE When AI does not use a thermal sight, the smoke screen is effective - TRUE AI will use smoke grenades when suppression level is too high - TRUE Smoke grenades can block AI's view - TRUE Stun grenades can stun the AI - FALSE (there are no stun grenades in vanilla arma3 - (would be TRUE if Ace, or RHS mods are being used) Tear gas grenades work on the AI - FALSE (There are no tear gas grenades in vanilla arma3.) AI can and will throw hand grenades - TRUE AI are able to use grenade launchers - TRUE AI soldiers will check friendly smoke grenades in their vicinity - TRUE AI can detect mines and avoid them if they have a mine detector - TRUE AI Sapper reacts to all types of mines - TRUE AI sapper commander of the group will lay a route for the group through the minefield, if the group is built in a column - TRUE If the group is not built in a column, part of the group may suffer - TRUE If the AI sapper is a member of the group, the sapper will not make a route for the group through the minefield - TRUE Notes: AI team members who are far from the sapper, do not have time to get information about the coordinates of the mines and may suffer. Throwing of smoke grenades when suppressed. AI will check if there are some smokes around already before throwing a new smoke. AI Identification, Targeting, & Tracking Spoiler "Assignet target" is not defined for AI: https://forums.bohemia.net/forums/topic/223493-ai-facts-myths-compilation-list/?do=findComment&comment=3360311 - When AI has no target data - TRUE - When AI loses sight of the target - FALSE"Assignet target" is defined for AI: - When AI has target data - TRUE - When AI loses sight of the goal - TRUE "Attack target" is not defined for AI: - When AI has no target data - TRUE - When AI loses sight of the target - FALSE"Attack target" is defined for AI: - When AI has target data - TRUE - When AI loses sight of the goal - TRUE ContactMode - AI changes ContactMode "Combat" to "Aware", if there is no direct contact with the target for a long time - TRUE - If AI changes the ContactMode "Combat" to "Aware", "Assigned target" and "Attack target" reset the last registration of the target - FALSE The “Assigned target” and “Attack target” values that are active for the target are not reset, this is not affected by a change in the course of time or a change in the distance to the target. - If the AI changes the ContactMode "Aware" to "Combat", the new value "Assigned target" and "Attack target" is registered, if another goal is in the AI field of view - TRUE The value of the dynamically calculated error aiming AI "DCE". - "DCE" will have a value greater than "0.00" if ContactMode "Aware" - FALSE - "DCE" will have a value greater than "0.00" if "Assignet target" and "Attack target" are not defined for AI - FALSE - "DCE" will have a value of "0.00" if ContactMode "Combat" - FALSE - "DCE" will have a value of "0.00" if "Assigned target" and "Attack target" are defined for AI - FALSE - "DCE" will have a value of "0.00" When AI registers a view of the target - TRUE - "DCE" AI gets faster the value "0.00" if the target was previously registered in the "Assigned target" and "Attack target" - TRUE AI skill. AI skill can be changed from 20% -100% - TRUE (This is only partially true. In Eden Editor the attribute allows only a value between 20% - 100% to prevent AI from being totally stupid. However the setSkill command allows values between 0 to 1.) The value of the AI skill affects the value of the "DCE" AI -TRUE The larger the AI skill value, the smaller the "DCE" parameter value. AI skill affects other AI target parameters - FALSE AI can track the player's movement - TRUE https://feedback.bistudio.com/T58484 AI can distinguish between friend and foe - TRUE https://forums.bohemia.net/forums/topic/192525-something-has-to-be-done-about-ai-shooting-through-the-jungle/?do=findComment&comment=3067632 AI can distinguish between player and AI when selecting weapon mode - TRUE AI is able to aim and engage targets on all ranges, both static and moving - TRUE AI use the deadzone in the prone position - TRUE https://forums.bohemia.net/forums/topic/150499-ai-discussion-dev-branch/?do=findComment&comment=2387428 AI can lead unguided rockets - UNKNOWN AI controlled turrets can lead their targets - TRUE AI will use radar - TRUE AI can detect targets underwater - TRUE AI is alerted by dead body - TRUE AI can detect submerged objects in the water - TRUE Note: Now limited to 40m when both are under water and to 20m when looking across the water surface (The 20m dist. applies only when looking straight down into water. It gets smaller when looking under an angle). Raytracing points have been adjusted (previously the check was sometimes done with a point above the actual model). AI Medical Spoiler AI medic in a squad will heal their own wounded - TRUE Pretty rarely but they do. AI will use a first aid kit if they are wounded - TRUE AI can heal another AI/player of its group, if medic and not in combat mode - TRUE (probably needs some conditions on readiness of the wounded) AI can't revive another AI(playable)/player, even if medic - TRUE (not unless scripted) If AI are wounded or reloading it will effect their aim, forcing them to reacquire the target - TRUE AI leader continues to give order to incapacitated units - TRUE (regroup/attack/getIn vehicle...) AI Movement Spoiler AI rotation speed dependent on encumbrance (more encumbered, slower rotation) - TRUE AI rotation speed dependent on stance (prone rotation ~3x slower than standing) - TRUE AI rotation speed dependent on speed of movement (AI that has been moving fast will turn slower than those that are static) - TRUE https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?do=findComment&comment=2419123 40 13 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 26, 2019 Gunter , this is like opening a treasure chest ! That's a lot of useful information for this Forum ! Thank you very much for sharing ! 3 1 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 26, 2019 😄 Welcome George! This was actually not a planned project, was an unexpected inspiration from that thread i linked by RozekPoland, i didn't think i was going to get as far as a handful of statements with this but next thing you know i ended up brainstorming, and reading the whole Development Branch Captain's AI Log thread and grabbing those AI features from the list even from the AI Discussion thread. There are still some statements that i haven't gotten answers too, so i would hope that some of the members in the community may know if they are true. Overall i hope that this thread can shed some information to those whom are interested in AI and to those new to the game to give them a good idea on what the AI is actually capable of, as i was doing the research alot of the stuff i was reading were real eye openers, seeing that the AI can do all this stuff is rather amazing. As much as we complain about the AI, look at my list .... The AI are capable of ALOT of things, lets add a an AI enhancement mod in there too, and you get some pretty interesting AI actions. Thread was updated btw 3 1 Share this post Link to post Share on other sites
Grahame 94 Posted May 26, 2019 Excellent list, let's keep tuning and adding. Here's one for you: AI drivers hate can-openers (actually any small object with PhysX I believe) and will avoid them, meaning that if you place them under wrecks then the AI will drive around them improving their ability to navigate down roads with obstacles dramatically - TRUE 5 2 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 26, 2019 Nice! List updated. I think i will go back to the 2 threads i linked in the op and get more references for those listings, so at least there is more description and possibly references to them. I was pondering the idea like i have for my AI and WW2 compilation lists to divide, and sort the AI listings into particular subjects, im wondering if that may prove to be more useful as a quick go to reference for someone wanting to know something in particular then just a huge list with everything of the AI wherever it may be, your guys thoughts? 2 Share this post Link to post Share on other sites
R3vo 2654 Posted May 27, 2019 Awesome post. Thanks for all the work! Quote AI in groups share information about targets - TRUE I think this depends on whether or not they have a radio with them?!? Quote AI prefer not to waste rockets on infantry rather shoot them at vehicles This one is true if the cost value of the infantry is lower then the one of the enemy vehicle. Quote AI tries to keep the turret aligned with vehicle's direction if it has no targets - This is true, just tested it with a tank. As soon as the target is destroyed or the "no target" order was given they turn the turret back to 0° (From vehicle front) When AI uses Binoculars they actually can spot easier UNKNOWN AI will not used HE or HEAT against infantry when driving a tank. TRUE 3 1 Share this post Link to post Share on other sites
haleks 8212 Posted May 27, 2019 33 minutes ago, R3vo said: I think this depends on whether or not they have a radio with them?!? Sadly, no. The radio item only changes the com channel AI will use - it has no influence on information sharing. I remember a dev confirming that on the forum. Arma soldiers are telepaths. Or they have 2035 high tech brain implants. 1 4 Share this post Link to post Share on other sites
chrisb 196 Posted May 27, 2019 Early A3 vanilla test: Very deaf vanilla ai, never a myth.. 😉 2019 test, infact just now (for this thread), seeing the last test I did about A3 vanilla ai & hearing was two years ago.. They were still deaf then. But it seems that, and perhaps down to us players testing, they have corrected it. Although they still don't do much about it, but it helps that they hear. I'm delighted that they now react to gunfire. 🙂 I like the thread, we all know, those of us that test ai a 'lot', that they are capable of huge amounts of things (without doubt the best game ai there is). However, unfortunately if they can't get the very basics down to a 'T', they are still lacking. But modded ai can change that. Going to cover, good cover, is one of those things they lack and that is a basic thing, for me at least. They do eventually go to cover, vanilla ai, but its not great. But we all live in hope that vanilla will complete the basics, hearing was one of those basics. I haven't read through the other things, the first two made me think... Are you sure.. 😉 But yes, they do hear now. I would like to see a better response, but hey early days... 😕 I have around 400 ai videos on my ChrisB YT (most taken down a year or so ago, but I put some back up having been asked too), all but a very few are ai tests. So it will be interesting to see if some of the others are true.. Unfortunately most of mine are A2 (modded A2). 4 1 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 27, 2019 Thanks for your input and information! I had updated the list, with the new listings, and information for existing ones, as well as changing all the true statement color to green, and also adding an unknown answer thanks Revo for the idea. Setup a legend for the green, red and blue, they are obvious but in some people's eyes they can mean something else. I reported the thread btw to ask the mods to pin the thread so it dont get lost in the mix of new threads, hopefully it will be granted. Plans: - Organize the listings based on subject, and put them in a spoiler to prevent scrolling, and for a quicker and more efficient means to get information specific to what your looking for. - Gather more information for each of the listings if one dont have one, the info will be either details, or some background on it. If anyone has anything else to add, or confirm on the list, let me know and i'll update it accordingly 4 Share this post Link to post Share on other sites
Greenfist 1863 Posted May 27, 2019 Hey, one of my favourite Arma topics and a great compilation! 👍 A couple of things caught my eye though. "AI cannot see through any vegetation" Perhaps it would be worth to specify that they can not see through any solid vegetation. Many trees and bushes are partly semi-transparent and have holes in them. And the visual appearance doesn't always reflect the actual view geometry. You could mention AI's hearing works a lot like vision, as in solid objects will occlude the sound. "AI can still spot you if you are partially sticking out behind cover even if they haven't seen you initially" Unless this has changed in the last two years, AI can only see your "central nervous system" so to speak. They can't spot your limbs or sides of torso, only the head and spine. This is why you can hide behind traffic sign posts for example. One cool tidbit I didn't see here: AI has 120 degree field of view (IIRC) and will detect objects right in front of them more easily than on the edges. Although, since AI usually keeps looking around constantly, the effective field is almost 360. 4 1 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 27, 2019 Neat thread, A for effort. Here are some videos I made a while ago. If the vegetation is dense enough and you absolutely don't move, not even look around or stick out, as @Greenfist stated, the AI won't spot you even if you're revealed via script command so he knows you're somewhere around. About AI hearing footsteps they actually do, if you don't use walking pace (which is unbound by default if I remember right) and crawl within 5-7m. And my favorite, ghillie next to the road, unspotted by the patrol. Cheers 3 2 Share this post Link to post Share on other sites
R3vo 2654 Posted May 27, 2019 I have linked this discussion on the corresponding biki page https://community.bistudio.com/wiki/Arma_3_AI_Skill 2 1 Share this post Link to post Share on other sites
domokun 515 Posted May 27, 2019 7 hours ago, haleks said: Sadly, no. The radio item only changes the com channel AI will use - it has no influence on information sharing. I remember a dev confirming that on the forum. Arma soldiers are telepaths. Or they have 2035 high tech brain implants. I have long suspected this. So this confirmation saddens me very much. Especially for low-tech warfare, e.g. 50s-60s wars of independence, WW2 mods, etc. where most infantry didn't have access to a radio, even a walkie-talkie. This therefore limits their tactical awareness. i.e. infantry would communicate by shouted commands and therefore limited in speed and distance of communication. This constraint is fine but it severely impacts tactics. So its a shame that AI cannot adapt their tactics to reflect a lack of radio. 1 1 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 27, 2019 Quote I have long suspected this. So this confirmation saddens me very much. Yup, i agree, i wish this telepathic form of communication was removed its been the same since the series started as far as i can tell, Bis needs to look into this aspect which if it were removed then the AI response may be different granted they have radios and the can actually communicate with them. What would be really cool is if units are within earshot of each other that instead of radio comm, they just can just call out the orders, it would be like when your using taskforce radio mod for local, and then long distance just think the tone, the beeps, the crackle of the comm for AI would add some immersion to your game especially if your in a squad led or leading AI. Update - Changed the description to the thread. - Set the following to true and added descriptions to them along with videos (thanks Greenfist and Grumpy Old Man for your guys input!) 11 hours ago, Gunter Severloh said: AI can still spot you if you are partially sticking out behind cover even if they haven't seen you initially - TRUE 11 hours ago, Gunter Severloh said: AI cannot see through vegetation - TRUE https://forums.bohemia.net/forums/topic/150500-development-branch-captains-ai-log/?do=findComment&comment=2893759 video 11 hours ago, Gunter Severloh said: AI cannot see you if your lying prone in a ghillie suit - TRUE (depends on type of vegetation, and terrain) video 11 hours ago, Gunter Severloh said: AI has 120 degree field of view (IIRC) and will detect objects right in front of them more easily than on the edges - TRUE (since AI usually keeps looking around constantly, the effective field is almost 360) 11 hours ago, Gunter Severloh said: AI Can hear footsteps - TRUE video More updates to come! 4 Share this post Link to post Share on other sites
R3vo 2654 Posted May 27, 2019 Quote 11 hours ago, Gunter Severloh said: AI Can hear footsteps - TRUE video That video looks more like they can't hear footsteps. 1 Share this post Link to post Share on other sites
Electricleash 133 Posted May 27, 2019 Great thread, a lot of hard graft to put this together. May I suggest something, from a usability perspective to, Instead of bullet points, assign each a numerical value. AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged) Would be: AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged) That way, when talking about them below or in an external thread one can refer to this thread and the numerical number for easier reference. 1 1 Share this post Link to post Share on other sites
snkman 351 Posted May 27, 2019 Quote That video looks more like they can't hear footsteps. They can! He was walking very slow + crouching at the end which will pretty much lower all movement noise. Same situation with normal movement would have made A.I. aware of him if within 10 - 15 meters to the A.I. unit. Share this post Link to post Share on other sites
haleks 8212 Posted May 27, 2019 I'm pretty sure the AI can't "hear" footsteps per say - I have a dummy man class with no footstep sounds in Ravage and will do some tests to confirm this. Most likely, the AI is sensitive to nearby movements, regardless of surrounding objects/occlusions, and it gives the impression they do hear you walking or running. Share this post Link to post Share on other sites
haleks 8212 Posted May 27, 2019 11 hours ago, Grahame said: Excellent list, let's keep tuning and adding. Here's one for you: AI drivers hate can-openers (actually any small object with PhysX I believe) and will avoid them, meaning that if you place them under wrecks then the AI will drive around them improving their ability to navigate down roads with obstacles dramatically - TRUE If I was to write an "obstacle avoidance system" based on this, who shall I credit for such a brilliant idea? Share this post Link to post Share on other sites
chrisb 196 Posted May 27, 2019 There are a couple of things players can do that really help ai in this series. From 2016 A3 tests. One obviously, is to use modded ai. However if your not really into modded ai, you can use just a couple of parts from ai mods that work well.. Zeu_Findcover is great, if used just on its own along with vanilla ai, can make ai much better. Two, behavioural triggers are something I have used for yrs in sp. They are fairly easy to setup and make the ai much more effective. Some don't like crouch (in the second video) much, I prefer crouch above every other stance, mainly because it keeps them aware of the surrounding, without being too visible. Not only that, but the ai I use, always uses height ie, building, rooftops, balconies etc to their advantage. So keeping your head down and that of your side, is something that has to be done. But the nice thing about stance/behavioural triggers is that you choose, you become the trainer of your units that way. So a simple trigger or two can make a difference. First trigger I use when engaging enemy is for ai of every side to go prone initially. Second trigger, after whatever break you think you want (10-15secs), is to come upto crouch, this really has to be used with the findcover pbo, because by the time they come up, they will be in cover. Now these triggers act like a recommended stance for ai, they 'will and do' use, run, prone, stand etc if required. But overall they will use your preferred choice via the trigger. That is what testing and in-game has shown me over, well, probably hundreds of times. Plus with triggers, I see no hit at all performance wise. Now that depends on what your running etc, so may be different for each player, so testing is the way to go. Two videos, the first vanilla ai. They don't act terribly bad, but they just don't get to cover quick enough. This means the first firefight was over in just a few minutes. Second video, you'll see is different, with very little used by mods, just zeu_findcover & triggers (which you setup yourself). Now this is a few years ago, so not sure if A3 ai have changed much regards cover. But still worth looking at. First; Vanilla ai from 2016.. Second; zeu_findcover & two behavioural/stance triggers. Then just vanilla on the whole. Behavioural/ stance triggers = how you want them in combat mode (use colours), what stance to use (preferred), then speed (limited, always for me), then timers. Set the trigger up as you would usually. But these are your choices, use whatever you think best that suits your play style. Note: triggers will need to be attached to groups/units etc. Its really like a mod, without a mod. Really what your seeing is, vanilla ai with your training (triggers).. But a must 'zeu_findcover pbo'. Once the ai (even vanilla), are able to flesh out a firefight, they will amaze most players. It's giving them the time to do that and getting them into cover. 1 Share this post Link to post Share on other sites
Grahame 94 Posted May 27, 2019 1 hour ago, haleks said: If I was to write an "obstacle avoidance system" based on this, who shall I credit for such a brilliant idea? I don't know who would have first noticed this but TheVampire (notable for, among many things, the creation of the DayZ Mission System for the mod) who educated me. He made clear just how much effect this has in a video (the first run through the road strewn with obstacles is with can openers placed and the second is without😞 https://www.dropbox.com/s/qxkn7zffxkckmtt/CanOpeners.mp4?dl=0 2 Share this post Link to post Share on other sites
Grahame 94 Posted May 27, 2019 I believe (though willing to be corrected if I have misunderstood) that the issue is that some objects used as debris, especially but not limited to vehicle wrecks have no PhysX and thus the AI cannot detect them and will simply crash into them - and perhaps just get stuck at that position just ramming them gently over and over again as can be seen in the second part of the above video. With an object that does have PhysX, they know it is there and avoid it. Share this post Link to post Share on other sites
Moon_chilD 200 Posted May 27, 2019 2 hours ago, snkman said: They can! He was walking very slow + crouching at the end which will pretty much lower all movement noise. Same situation with normal movement would have made A.I. aware of him if within 10 - 15 meters to the A.I. unit. That might all be true, but the video that is supposed to prove this does not prove it. (So basically R3vo doesn't say the statement is wrong, but he says the video doesn't prove the statement.) Share this post Link to post Share on other sites
Greenfist 1863 Posted May 27, 2019 2 hours ago, haleks said: I'm pretty sure the AI can't "hear" footsteps per say - I have a dummy man class with no footstep sounds in Ravage and will do some tests to confirm this. Most likely, the AI is sensitive to nearby movements, regardless of surrounding objects/occlusions, and it gives the impression they do hear you walking or running. Aural detection of movement is based on speed. (I'm not sure if different stances have different noise coefficients). This was very obvious back when units had a slight offset between their actual position and the point they pivot around when turning. A quick turn in place could raise your "noise" level as if you were moving at 50km/h. Objects do occlude sounds though. Try running behind an AI with and without a wall between you two. 2 Share this post Link to post Share on other sites
chrisb 196 Posted May 27, 2019 Someone did a melee script or mod, can't remember for A3. I tested it in stealth and it worked fine. Creeping up behind enemy units wasn't an issue. Problem was the animation, didn't look good. Share this post Link to post Share on other sites