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S!fkaIaC

BIS, get this tragedy with AI drivers in wheeled vehicles solved

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If they add a Road Route waypoint, we could then control when the AI must stay perfect on the road, and when it doesn't really matter. That way we will have more control over the AI.

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LOL!

The car just speeds up to fly over the train track bump! XD

And the driver is on destruction derby/banger race rampage?

Other than the exaggerated right-side driving, cornering seems very strange aswell.

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Sorry but I have to agree.

Its been 8 years, and people say that the AI path finding havent improved much. But to answer the developer question earlier this thread, the AI havent improved much in the latest patch, but I sure hope you will keep improving it. Its important. I would not have problems with buying this game if I knew this would be improved, but why should I trust BIS to fix these path issues in a patch, when nothing has happened in 8 years and 2 games later?

Why are you even here then? Complaining day out day in. Fuck its annoying seeing your posts...

"Fix this problem or i wont buy the game"... WTF? BIS i will buy 2 copies anyway so dont worry. I'll pay for this looser.

Keep working on the vehicle path finding though BIS and see what you can come up with. ;)

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I appreciate that AI coding for a task as complex and perilous as driving is difficult. It is something worth attention and effort though. One thing I have found is that more AI waypoints (especially at intersections) lead to not so good AI driving. The less waypoints and the farther they are from turns or intersections the better.

One oddity I found in ArmA1 was a simple test of collision avoidance with a straight piece of road, an AI bus, and a concrete wall I could move. When the wall was aside the AI driver drove normally down the exact center of the road (where the pathfinding path is). When I moved the concrete wall blocking the road the bus slowed down and drove around.

However when I put the wall 49% across the road (the path line was clear) the bus happily rammed at full speed into the wall. Since the AI driver had no understanding of his own vehicle's width he thought if the path line was clear then the whole road was clear.

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Obstacles are still a huge problem with 1.01. Supply trucks just ram into the HQ/whatever until they blow up.

Convoys on roads are slow but seem to get there eventually.

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72;1301456']Why are you even here then? Complaining day out day in. Fuck its annoying seeing your posts...

"Fix this problem or i wont buy the game"... WTF? BIS i will buy 2 copies anyway so dont worry. I'll pay for this looser.

Keep working on the vehicle path finding though BIS and see what you can come up with. ;)

ehm, this was a bit unnecessary I think :icon_rolleyes:

You won't win BIS' approval by bashing the others.

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Autonomous collision avoidance is probably of interest for the auto-industry. Such stuff isn't even implemented in real cars yet. That's the "drawback" with comprehensive simulators such as ArmA, a lot of things have to be simulated.

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Reality is something different then a game world. And a lot of games do have better path finding than arma2. Just take a look at the gta games which of course arent perfect but at least manage it better then arma.

Curry

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different game, different engine, different codes, i personally dont think it is possible to judge how easy or hard to fix a game by compare to another totally different game

but the problem should be fix, no matter what problem it is, just that there is no sure when the fix will come

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Yes, it is difficult. Still, we hope recently released 1.01 final (build 57751) should bring significant improvements in this area. Can you please retest with this build and let us know the results?

Erm, sorry, was not precise enough, I started with 1.01.

I do not know how it SHOULD work, but AI driver set to careless still tend to leave the road on purpose. Just to shorten the way.

Also keeping the line when they stick to the road is obviously still a problem.

If a few wheeled vehicles hindering each other (or any other moving unit is close around) it is a nightmare. As soon as one AI found a solution to get out, but the next is blocking immediately, they do not know what to do.

It seems that each AI virtually knows his problems ignoring the fact that there are other units around making a new found path in a few milliseconds invalid. It would be good if a logic in ArmA is permanently screening for AI clusters with a lot of path-recalculations per time unit and if detected, a kind of temporary command makes that only one vehicle moves at a time until it leaves the area where it hinders the others. Only one should move at a given time point, not all at the same time.

Do not know, but the current way is not working.

Edited by S!fkaIaC

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Currently the problem is that the AI is leaving the road constantly.

So it may be multilple things :

- the "right side of the road" driving feature is maybe badly tuned and conflicting with nearby objects on the road side (trees, houses etc... : a lot of them on Chernarus), while Arma 1 AI was driving in the middle of the road, making it easier for object collision.

- Maybe the AI has inherited some parts of foot soldier FSM and tries to "get cover" behind stuff on the road side (telephone poles, corners etc...). Sometimes it looks like...

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I had the impression that OFP was far better in pathfinding of wheeled vehicles. They sticked to the road, knew to drive around obstacles and so on. Since ArmA I couldn't believe that BIS hasn't changed it back to OFP pathfinding, because like it is now, I don't see any improvements. BIS shouldn't try to improve the current wheeled AI pathfinding. Better switch back to the OFP code and try to improve this one, so maybe there will be a better result.

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It seems to have improved with the final version but only overland driving. In citys they still go against walls while driving around corners or go back and forth where it would be sensles to do so. Because the Ai always crashed into a corner that didn't go down on impact the AI constantly crashed into the wall not beeing able to get past this point.

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There was and is a reason why in all versions of CTI there is also a tracked support vehicle available for purchase :D

And btw the tracked is the one that AI commander is buying by default in CTI.

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The AI drivers tragedy has also funny moments:

During creating a 'checkpoint' mission I've placed a barricade on a street, which blocks 30% of the space. Then, for testing, I let pass a bus the checkpoint.

But the driver had obviously not his best day :D since he crashed on the barricade with (full!) speed.

Then the driver hit-and-run away very fast, leaving his broken bus behind him :D...nice feature, lol.

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Apparently they have attempted to improve this in the 1.02 patch, we shall see.

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We expect big patch around 19.6-20.6. There will be also lot of fixes in data so it will be bigger. We are now working on ai driving/ moving problems, but there will be also lot of campaign and multiplayer fixes and some iprovements in ai generaly. Not sure if all of that fixes/improvements will fit this patch, I hope so. If not, it will be in next one for sure. Every deep change must be also tested and it need some time. Its labor pains of most complex war simulator ever made, i hope they will be short.

Yes, it would seem they are fixing this in the next patch along with some other fixes.

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Yes, it would seem they are fixing this in the next patch along with some other fixes.

Glad to read. Im waiting for the driving AI and bugs in campaign to be fixed before even consider playing trough it. Cant wait tough.

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tanks dynamics need tweaked more heayness to them top speed is a little to fast , when you tell the ai to stop they slide sideways. then come to a halt.

also take off speeds are a little unrealistic. all this needs fixed.

plz fix the damage should be able to go through buildings in a tank.

would like to see dirt being kicked up by the tracks off road.

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plz fix the damage should be able to go through buildings in a tank.

Not with this engine. Not in ArmA 2. Only a few building are partly destructible - but not where you hit them. Some collapse after one tank round, some are indestructible.

During creating a 'checkpoint' mission I've placed a barricade on a street, which blocks 30% of the space. Then, for testing, I let pass a bus the checkpoint.

It was already tested by someone else. Somehow AI is not able to detect a partly blocked road. By design since it is at least since ArmA I like that.

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While I like the idea of AI driving perfectly I also like the idea of he unforseen traffic snarl. Possibly the experience of the unit could influence driving skill so that your squad of experienced commandos can dart in and out with not a hitch but the convoy of greens could become tangled and should avoid built up areas....I think that the AI in Arma I is sufficient and demanding super AI wont deliver it. These things are not done through more complaining... breakthroughs happen and progress is made with the hard work of programmers.

If and when a breakthrough is made I believe the old "stupid" AI should be retained to represent real human error.

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I think that the AI in Arma I is sufficient and demanding super AI wont deliver it

Axel, you did not got the point. Due to some "unfortune" design parts AI is

- obviously not able to detect obstacles blocking a road partly. Reason why they crash the vehicles like being totally drunken.

- not able to use the right speed when turning.Reason why they smash the vehicles permanently into obstacles, even if they detected them

- AI is using obviously wrong methods to detect the best path AND/OR the best path is not properly marked for AI. Thats why the leave the road in careless mode without any need

We talking here about facts and not about your stomach feeling.

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It is quite funny...and sad at the same time how bad the AI driving is. It is like having your halfblind grandma who has never driven a car...driving. They go in circles, left, right, backwards, forward. We just need the clutchless gearshift-sound for it to be perfect.

OFP had good AI driving, only the crossing of bridges took a long time for the team to fix, IIRC.

Arma has catastrophic AI driving. It's not even fun to add cars. I try to avoid them.

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