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fabrizio_t

FlexiAI (WIP) discussion

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I love the work man, this stuff looks very powerful for the ArmA engine. Might I suggest some of my ideas! Of course this being your mod, its really not my place to say anything about adding features. But what if you had the leader scanning around the front area, the men in the middle of the line scanning the sides, and the men in back scanning backwards. It may not need to be too frequent, but maybe in CQB or open terrain they could be more aware of their surroundings. I've noticed it is a real pain to get my team to watch our flanks, though with their insane vision they don't need to scan. I also noticed that a lot of real firefights are indirect sometimes. And the people may be shooting at suspected areas that don't even have an enemy... is it possible to play fools gold with the AI? If so, this would solve a major issue with the long and drawn out firefights. From a distance, everything dot sized... its easy to lose a trace on where the threat is. But for the AI, their vision acts like an Aimbot with rules and regulations... this I find to be a little bit Ramboish?

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Hi RAINF,

at the moment i prefer running machine iterative testing, since many parameters have to be fine tuned and it's the most objective way to benchmark stuff.

It would be a very boring task for humans. Also many params are obviously way off and that would make many people think stuff is just not working.

In the WE i had not much spare time, but i left the PC running automated missions to evaluate stuff.

For anybody curious, below is a sample of how some standard mission data is being scavenged (taken from a 13 vs 13 WEST (FlexAI) vs EAST (Vanilla) mission, open field).

The format is as follows:

first lines: human (pseudo)intelligible info. They contain information about parameter changes.

next lines: cumulative data: [<time>, <mission runs>, [WEST MAJOR WINS, WEST MINOR WINS, DRAW , EAST MINOR WINS, EAST MAJOR WINS,], [WEST CASUALTIES, EAST CASUALTIES], [WEST BULLETS FIRED, EAST BULLETS FIRED] ]

"f1=500, move on, dofire, NO dotarget"

"# STATS: [2380.1,5,[3,0,0,0,2],[43,51],[1935,1271]]"

"# STATS: [4149.3,10,[8,0,0,0,2],[62,116],[4266,2019]]"

"# STATS: [7058.6,20,[18,0,0,0,2],[93,246],[9258,3180]]"

"# STATS: [10650.5,30,[27,0,0,0,3],[151,369],[14079,5087]]"

"# STATS: [14238.6,40,[36,0,0,0,4],[198,493],[18995,6487]]"

"# STATS: [18115.6,50,[46,0,0,0,4],[248,623],[24865,8438]]"

"# STATS: [22202.4,60,[55,0,0,0,5],[289,752],[29646,9752]]"

"# STATS: [24246.4,66,[61,0,0,0,5],[315,830],[32585,10660]]

"f1=0, move on, dofire, NO dotarget"

"# STATS: [1740.85,5,[4,0,0,0,1],[28,58],[1915,1097]]"

"# STATS: [4587.05,10,[9,0,0,0,1],[57,123],[4350,2156]]""

"f1=0,f2=1000, move on, dofire, NO dotarget"

"# STATS: [1702.19,5,[5,0,0,0,0],[26,65],[2481,893]]"

"# STATS: [4007.09,10,[8,0,0,0,2],[70,124],[4850,2479]]"

"# STATS: [8321.89,20,[18,0,0,0,2],[117,254],[10929,4361]]"

"# STATS: [11843.8,30,[27,0,0,0,3],[166,382],[16038,6102]]"

"# STATS: [15668.9,40,[35,0,0,0,5],[233,500],[21291,8192]]"

"# STATS: [19014,50,[45,0,0,0,5],[294,630],[26012,10019]]"

"f2=500, move on, dofire, dotarget > 100"

"# STATS: [1445.42,5,[5,0,0,0,0],[26,65],[1927,917]]"

"# STATS: [3237.62,10,[10,0,0,0,0],[54,130],[4390,1615]]"

"# STATS: [6732.52,20,[19,0,0,0,1],[106,256],[9424,3570]]"

"# STATS: [10206.6,30,[29,0,0,0,1],[131,386],[14501,4708]]"

"# STATS: [13637.1,40,[38,0,0,0,2],[178,511],[18674,6386]]"

"# STATS: [14450.3,43,[40,0,0,0,3],[203,543],[19770,6833]]"

"f2=8000, move on, dofire, dotarget > 100 - no spotting.pbo"

"# STATS: [1698.87,5,[4,0,0,0,1],[36,61],[1936,1120]]"

"f2=500, move on, dofire, dotarget > 100 - no spotting.pbo"

"# STATS: [1642.58,5,[5,0,0,0,0],[13,65],[2384,587]]"

"# STATS: [3481.58,10,[10,0,0,0,0],[31,130],[5451,1361]]"

"# STATS: [7125.08,20,[20,0,0,0,0],[69,260],[10896,2560]]"

"# STATS: [11055.1,30,[30,0,0,0,0],[125,390],[16621,4913]]"

As you may notice this log resumes rawly 200 mission runs, that's roughly 1/4 of the total number of runs done in the week-end, which i should now evaluate ;)

Also this data witnesses FlexAI vs. Vanilla is scoring around a 80% to 100% success rate (equal skill settings and same group composition).

EDIT: these results were obtained running game in expert/mercenary difficulty setting (precisionFriendly = precisionEnemy = skillFriendly = skillEnemy = 1).

In-editor skill for ALL units was forced to 0.5.

Edited by fabrizio_T
more typos ...

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Zeus AI (ACE) + asr AI (Both included in the COWarmod, which I'm using.) + this AI mods flexibility and (finally) AI being able to call support = omgomgomgomgomgomg

Now someone just release an AI mod for APC drivers to stay steady when I'm trying to shoot, with my current AI mods tank drivers stay steady but APCs screw me over hard.

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I love the work man, this stuff looks very powerful for the ArmA engine. Might I suggest some of my ideas! Of course this being your mod, its really not my place to say anything about adding features. But what if you had the leader scanning around the front area, the men in the middle of the line scanning the sides, and the men in back scanning backwards. It may not need to be too frequent, but maybe in CQB or open terrain they could be more aware of their surroundings. I've noticed it is a real pain to get my team to watch our flanks, though with their insane vision they don't need to scan. I also noticed that a lot of real firefights are indirect sometimes. And the people may be shooting at suspected areas that don't even have an enemy... is it possible to play fools gold with the AI? If so, this would solve a major issue with the long and drawn out firefights. From a distance, everything dot sized... its easy to lose a trace on where the threat is. But for the AI, their vision acts like an Aimbot with rules and regulations... this I find to be a little bit Ramboish?

I think side-scanning may be somewhat feasable playing with the "glanceAt" command.

I doubt it would work to scan back.

---------- Post added at 12:55 PM ---------- Previous post was at 12:50 PM ----------

Now someone just release an AI mod for APC drivers to stay steady when I'm trying to shoot, with my current AI mods tank drivers stay steady but APCs screw me over hard.

Hmm it should not be hard to script what you ask for. Put a "fired" EH on APC gunners and "forceSpeed" or "limitSpeed" the vehicle for a fews seconds after any shots, if gunner "isPlayer".

Edited by fabrizio_T

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I think side-scanning may be somewhat feasable playing with the "glanceAt" command.

I doubt it would work to scan back.

---------- Post added at 12:55 PM ---------- Previous post was at 12:50 PM ----------

Hmm it should not be hard to script what you ask for. Put a "fired" EH on APC gunners and "forceSpeed" or "limitSpeed" the vehicle for a fews seconds after any shots, if gunner "isPlayer".

I cannot into scripts so this is impossible for me to do ;).

(Unless if it's put in the init line, lol.)

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OT: please people support this CIT ticket by zGuba:

[82448] AI rate of fire different depending on distance from player and actual Field of View

http://dev-heaven.net/issues/21844

It's a serious AI issue which deserves a quick solution ;)

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So dude, what are you working on now other than performance... are you going to be finished soon? I'd love to help you out if you needed it, I don't know if I am really ready to program for ArmA 2 yet. I don't know the utilities so great, but I have experience on other games. Just keep updating us, I'm very excited to see a project that is very well designed like this.

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Think we all are!

The video's that we've seen which are old WIP's were so impressive, i must say this is the mod that has me most excited. BTW Stark, didnt realise you were into Arma, im registered to AC, hope everything works out there!

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Think we all are!

The video's that we've seen which are old WIP's were so impressive, i must say this is the mod that has me most excited. BTW Stark, didnt realise you were into Arma, im registered to AC, hope everything works out there!

Oh, I'm not stark... it was quoted from him... I thought that was a quote to remember lol

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Hi fabrizio,

I've watched all the Flexi AI videos (more than once :D), and I just want to say what you are working on looks absolutely brilliant; the first thing I check on the forum is if Flexi AI has moved from Mods: Discussion to Mods: Complete ;).

As others have said, this is definately my most anticipated mod; the immersion using Flexi AI will be be amazing.

Anything you can update us about?

Thanks for all your efforts developing this, keep up the hard work!

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Just curious how well does the ai move under fire? It's always been a peeve of mine with vanilla or ai mod movement. There are times as a squad leader I need to move my men through the open from cover to cover while taking fire. Its a calculated risk based on need to complete the objective. Arma ai, no matter what mod will be in danger mode and will nit move quickly, if at all to the destination. As a human I can recognize the need for the movement and sprint to minimize my exposure. The ai will either crawl or move in a crouch and stop and prone in the open, or even refuse to move, making it impossible to effectively fight.

Maybe it could be related to overall skill. I highly trained and disciplined group would move under fire when ordered, while a rag-tag group would refuse out of fear, etc.

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Hi,

Let me share some info about a WIP project i'm working upon on the last 2 months.

It's a infantry AI set of scripts, featuring a somewhat better AI behaviour.

Nothing good enough to be shown currently, but here is a list of the planned features for this set of scripts:

[*] better situational awareness: depending on evaluation of opposing force the AI group will decide whether to (1) hit the ground and observe threat, (2) assault, (3) engage carefully, (4) advance stealthy, (5) keep position or (6) tactically retreat;

[*] AI group does not rush into enemy, unless it's outnumbering the opposition;

[*] Better group cohesion: AI units try to cover each other and work as a group;

[*] Groups communication: AI group leaders share informations with nearby friendly groups;

[*] Groups cohordination: AI group leaders try to cohordinate action with other nearby groups;

[*] Support: AI group issues calls for artillery strikes or CAS;

[*] Logistics: AI group requests pickup / extraction;

[*] Better formation handling: AI group chooses afitting formation depending on direction and size of the opposing force and/or environment;

[*] Better unit speed and stance handling: speed and stance depend on enemy numbers, size and distance of opposing force;

[*] Minor feature: AI group deploys smoke when falling back;

[*] Minor feature: AI units leave depleted AT weapons on the ground;

[*] Minor feature: Group command automatically switched if leader is heaviliy wounded or hurt to legs;

Some basic features are rawly done, but still a lot of work has still to be done.

I hope to be able to post a video later ;)

Is this AI project still in development or was it scrapped? Looks very promising.

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I think this mod is dead, no info about it for à long time...

It's a pity, cause it looked very promising...

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I think this mod is dead, no info about it for à long time...

It's a pity, cause it looked very promising...

Ah ok, I thought so since we hadn't heard anything from the developer in over three months. Thanks for the reply.

Edited by DeltaFiveOne
Correction

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Yep, was always excited bout this one :(

Pretty sure he kept running into AI snags with the Beta upgrades.

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I think this mod is dead, no info about it for à long time...

It's a pity, cause it looked very promising...

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!This was my only hope for arma 2's ai. don't let it be shattered. Arma 3 is too far away.

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