MrZig 0 Posted March 14, 2007 Hello. I recently started a new project called IAI (Improved Artificial Intelligence). Basically as it is now, it follows groups and and individual AI and when they find enemies, they sidechat it smartly (type of enemy, location) across the airwaves, and the detected enemies get entered into array with the data [unit,Grid,Type]. As an example, an East unit sees an enemy tank at Fj53, so instantly they sidechat "Enemy armor spotted at Fj53", and the enemy gets entered into a dynamic array with the information [WUnit,"Fj53","Armor"]. I have a script that will update the grid location of this unit if he is still detected (knowsabout > 0.1 by any opposing unit) and similarly the unit will be deleted from the array if he know one knows where he is anymore (knowsabout < 0.08). Currently there is a bug in ArmA where the number a unit knows about the other (say 0.5) will NOT degrade gradually if he can not see it, but will eventually return to 0 abruptly. This kind of makes things a little screwy for obvious reasons. If anyone has any suggestions, let me know. Currently the only object needed for the map is a server logic, and I hope it to stay that way - also, no addons. I will upload the current ver within a couple days so you can get used to the code and let me know what improvements you did, or what could use improving, and suggestions etc. So basically this thread is for ya'll to lemme know what you think. Share this post Link to post Share on other sites
MrZig 0 Posted March 14, 2007 And by couple days I meant right away.. http://www.mediafire.com/?8hmedwmwnkn Eidt; Mirror by El nino Foxhound http://www.armaholic.com/page.php?id=976 Share this post Link to post Share on other sites
Monkwarrior 0 Posted March 14, 2007 Good work, especially since it's serverside. I'm sure serveradmins will notice this addon. Monk. Share this post Link to post Share on other sites
MrZig 0 Posted March 14, 2007 Well it's not multiplayer capatible yet. Well, it is, but clients will not get any radio messages - yet. This will be adressed later on. However things like flanking, artillery etc will be easily calculated and performed by the server, making it fully multiplayer capatible. Share this post Link to post Share on other sites
Törni 0 Posted March 14, 2007 Is this the reason behind some odd behavior that units do not sometimes open fire at units that are according to the messages spotted? Share this post Link to post Share on other sites
sickboy 13 Posted March 14, 2007 ... I had a hard time understanding what you actually meant with the Improved AI, I only read something about sidechatting enemy positions ) Looked at ur scripts and see that it's the beginning of loads more ;P If I come up with sth I will let you know. You might want to take a look at the grouplink2 by keycat or better the grouplink3 by Solus (SLX GL3) I am also working on some AI stuff, maybe we can work together and create even better stuff My idea was to have a collective consconience of the AI that makes choices and initiates group efforts to fulfill their objective. I wanted to mix some powerfull SQF scripting for the "Collective Mind" with the more individual scripting by using FSM. Just took a look at your Scripts, my personal ideas/views: - Drop all SQS, simply keep it all in SQF; 1 language, optimized language, loading scripts into memory and releasing file read/locks. - Use Settings Arrays and not too many variables (More important when there is more features/functionality inside the scripts). First massively introduced in ECP-mod if im not mistaken. So instead of putting all settings in different variables, simply using arrays with settings, and set them with the set command: array set [0, "WEST"]; etc. - Use logical tabs in coding, it makes reading code so much more easier, especially for others than urself - Make a simple check in the start if the server is local: IAI_isServer=false;if(local server)then{IAI_isServer=true}; then simply check the IAI_isServer throughout your scripts, not that I believe it will save you much, but I guess it's logical to assume that a server check only needs to be done once and from then onwards the boolean can be used to check Share this post Link to post Share on other sites
MrZig 0 Posted March 14, 2007 Just took a look at your Scripts, my personal ideas/views:- Drop all SQS, simply keep it all in SQF; 1 language, optimized language, loading scripts into memory and releasing file read/locks. - Use Settings Arrays and not too many variables (More important when there is more features/functionality inside the scripts). First massively introduced in ECP-mod if im not mistaken. So instead of putting all settings in different variables, simply using arrays with settings, and set them with the set command: array set [0, "WEST"]; etc. - Use logical tabs in coding, it makes reading code so much more easier, especially for others than urself - Make a simple check in the start if the server is local: IAI_isServer=false;if(local server)then{IAI_isServer=true}; then simply check the IAI_isServer throughout your scripts, not that I believe it will save you much, but I guess it's logical to assume that a server check only needs to be done once and from then onwards the boolean can be used to check Sounds good. About your suggestions.. ;Sqs I do not find that a script in a continuous loop needs to be an SQF to be effecient. That is rediculous. SQS works absolutely fine for the scripts I have coded them in, as you will note the really fast and simple checks are all SQF's, yet the infinitely looping ones are SQS. SQF has a limitation to only a certain amount of loops anyway, and I find it more efficient to make it SQS. There will be no performance gains by going to SQF. ;Use arrays and not many vars Well, if you looked at the scripts so far you'd find most stuff is in arrays and it'll stay that way ;Logical tabs I find they make scripts messier and I actually find it easier to see how a script runs by reading the code - not comments. But maybe I'll go through them and add comments for other people. ;Server check var Well seeing as how it simply checks the local server at init.sqs, and loads either server.sqf or client.sqf, I won't really need to do any more server checks since all the code will either be, server or client respectively. Edit: Crap in the mission I uploaded, the server execs both files. This bug is already fixed and I'm adding the very simple server-to-client structure. (yay publicvariable string). I'm looking at making the current release fully multiplayer compatible and also adding markers within a couple days. Share this post Link to post Share on other sites
sickboy 13 Posted March 15, 2007 Just took a look at your Scripts, my personal ideas/views:- Drop all SQS, simply keep it all in SQF; 1 language, optimized language, loading scripts into memory and releasing file read/locks. - Use Settings Arrays and not too many variables (More important when there is more features/functionality inside the scripts). First massively introduced in ECP-mod if im not mistaken. So instead of putting all settings in different variables, simply using arrays with settings, and set them with the set command: array set [0, "WEST"]; etc. - Use logical tabs in coding, it makes reading code so much more easier, especially for others than urself - Make a simple check in the start if the server is local: IAI_isServer=false;if(local server)then{IAI_isServer=true}; then simply check the IAI_isServer throughout your scripts, not that I believe it will save you much, but I guess it's logical to assume that a server check only needs to be done once and from then onwards the boolean can be used to check Sounds good. About your suggestions.. ;Sqs I do not find that a script in a continuous loop needs to be an SQF to be effecient. That is rediculous. SQS works absolutely fine for the scripts I have coded them in, as you will note the really fast and simple checks are all SQF's, yet the infinitely looping ones are SQS. SQF has a limitation to only a certain amount of loops anyway, and I find it more efficient to make it SQS. There will be no performance gains by going to SQF. ;Use arrays and not many vars Well, if you looked at the scripts so far you'd find most stuff is in arrays and it'll stay that way ;Logical tabs I find they make scripts messier and I actually find it easier to see how a script runs by reading the code - not comments. But maybe I'll go through them and add comments for other people. ;Server check var Well seeing as how it simply checks the local server at init.sqs, and loads either server.sqf or client.sqf, I won't really need to do any more server checks since all the code will either be, server or client respectively. Edit: Crap in the mission I uploaded, the server execs both files. This bug is already fixed and I'm adding the very simple server-to-client structure. (yay publicvariable string). I'm looking at making the current release fully multiplayer compatible and also adding markers within a couple days. ;Sqs For me the most important is uniformity, why write a script in 2 (altough not THAT) different languages? waitUntil loops are infinite, for etc aswell. Afaik the only loop thats not infinite is a while loop, nobody says you have to use it ;Arrays You are right, I didnt look that well and simply shared what came up to mind ;Logical Tabs I also rather read code than comments, I also do not see the link between logical tabs and comments so much. Code becomes easier to read, because of logical tabs right? ;Servercheck var True, I guess im thinking about Missions that probably include 10 more scripts that must check for local or not local server And then it's simply useless to everywhere do a local server check Anyway, I will be following this project closely and hope I can contribute somehow Share this post Link to post Share on other sites
MrZig 0 Posted March 15, 2007 ;SqsFor me the most important is uniformity, why write a script in 2 (altough not THAT) different languages? waitUntil loops are infinite, for etc aswell. Afaik the only loop thats not infinite is a while loop, nobody says you have to use it ;Arrays You are right, I didnt look that well and simply shared what came up to mind ;Logical Tabs I also rather read code than comments, I also do not see the link between logical tabs and comments so much. Code becomes easier to read, because of logical tabs right? ;Servercheck var True, I guess im thinking about Missions that probably include 10 more scripts that must check for local or not local server And then it's simply useless to everywhere do a local server check Anyway, I will be following this project closely and hope I can contribute somehow Meh, I just find long looping scripts easier to use in sqs myself, if anyone wants to convert it to an infinite looping SQF down the road, do it! About logical tabs, I suppose I misunderstood you. I thought you meant putting a bunch of //And this is where _x = 0 //and this is where _x is now _x + 1 etc etc. Share this post Link to post Share on other sites
fireship4 0 Posted March 28, 2007 Could the capability for the AI to predict where a unit will be after seeing it moving be added in? For Example - Soldier spots APC moving down the road and into a tunnel in a mountain. Can AI know he will likely be heading to the exit on the other side Or - Soldier sees vehicle moving south. Does he know that if he looses sight of it for a while it is likely to be further south? Share this post Link to post Share on other sites
SHWiiNG 0 Posted March 28, 2007 what wille the AI use to complete their objectives? will they identify keey points of groung, flank and i mean flank enemy positions. i like the idea of the AI predicting the whereabouts of enemy, thereofore they should be able to set up ambishes and fortify positions.. .. Mabe im just getting ahead of myself. Share this post Link to post Share on other sites