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oukej

Former Developer
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Everything posted by oukej

  1. oukej

    Development Branch Captain's AI Log

    A quick non-comprehensive sum of recent AI-related changelog entries, fixes and work as they appeared on the Development Branch: 08-01-2014 Fixed: AI unit is no longer repeatedly swapping gunner/observer position 10-01-2014 Fixed: AI avoiding dead bodies 16-01-2014 Fix for low skill AI turret gunners shooting at impossible-to-hit targets 20-01-2014 No longer creating target lists for empty groups (small AI optimization) 26-02-2014 Fixed: An issue where AI was getting killed when opening a parachute 26-02-2014 Removed: SuperAI difficulty setting 03-03-2014 Fixed: AI aiming error after saving and loading 11-03-2014 Fixed: AI not using radar, when player does not have it 07-03-2014 AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI OPREP AI Configuration Q1 2014 Countless improvements related to the animation tree and fixes of AI getting stuck under different circumstances (e.g. 20-01-2014 Engineer should be no longer stuck after repairing a vehicle) OPREP Refactoring Animations
  2. oukej

    Will AT soldier AI ever be fixed?

    There are issues with target prioritization and switching we are aware of that may cause the AT guys look indecisive and disobedient or even cause a misfire.
  3. oukej

    Laser guided missile going wrong

    I have to confirm this - we are aware that the guided ordnance sometimes fails to properly fall on its target even though it objectively shouldn't have any difficulties :/ and we're looking into it. For more info on the progress you can watch http://feedback.arma3.com/view.php?id=17780 (a little bit different description, but the ticket title is valid)
  4. I remember the FL, NVG and general light conditions values related to AI spotting ability went thru multiple tweaks in the early Alpha stage and gave some relatively good and believable results. Makes me sad panda to see this may turned at some point into no longer being true. There was a FT ticket about this issue some time ago ( http://feedback.arma3.com/view.php?id=17151 ), I quickly revisited that issue, checked it and found it to be still pretty ok. (quick simple video - ) However, I only checked some isolated scenarios, not everything we've tweaked the behavior against earlier and even that couldn't cover all situations. I've reopened this issue, please, feel free to add any repro missions related to this issue or further info.What plays a role and what may be broken, wrongly set, etc... The flashlights definitely have an influence on how the AI is able to spot its target (both when the target is using a FL or when the AI is using FL to improve light conditions in its surrounding). The NVGs serve the AI more as an overall enhancer of the light conditions (e.g. something like turning the light conditions' values of an fully overcast night into a clear sky/full moon night). Mentioning that, the cloud cover plays a big role - the AI will spot differently at night under an overcast sky. The terrain the target is positioned in has also some influence on how it can spotted. I'd encourage against using or relying on knowsAbout value too much. It tells you that the AI knows (in quality - related to the hierarchy of classes) that the object exists, but it does not tell the AI where the object is or what it's currently doing or whether the AI still cares about it that much :) Thanks a lot for the feedback.
  5. oukej

    Arma 3 zeus official servers?

    Thanks a lot for playing with us yesterday!
  6. And these are obsolete and you can remove them.
  7. oukej

    AI Discussion (dev branch)

    Using this reveal [player,4] the helicopters in the game seem quite eager to fly away, turn and attack even a simple Rifleman player. However knowsAbout is a tricky command and I don't recommend it so much for checking the AI behavior (I know there aint much else :/). It doesn't tell everything. The AI for example does not have to have an visual confirmation of exact location of the target and thus does not engage even though the knowsAbout is 4.
  8. oukej

    AI Discussion (dev branch)

    What mission did it happen in? Btw, you can check the side e.g. using "side cursorTarget" command in the debug console. I've tried placing 60 Varsuks (180 AI) and they were eager to attack me (despite slide-show FPS). I can't tell from the video what went wrong. Reproducing it with a single AI unit and no scripting at all would be ideal, of course. But even just repro mission with extreme amount of single type AI units stripped down of any triggers, modules and scripting (or down to one specific causing the behavior) would help. Can you, please, provide any more information?
  9. You can see the exact values of the precision and skill once you select AI Level "custom" in the difficulty settings or in your Arma3Profile. By skillFinal you can check its actual effect on AI subskills (those final subskills' values then enter the "behavioral" calculations). Remember, changing Skill and Precision has an effect on the final AI subskill values in a running mission only if you change difficulty preset (recruit, regular...). Or restart the mission. It can be a bit confusing.
  10. This was one of the reasons Dr. Hladik added new parameters to planes' configuration. However there was not enough time to properly adjust the values (so it does not break more than improves, also considering usability of the plane for the AI) before the release of the new CAS planes into stable. You should be able to see a little bit more "proper" behavior in this specific regard on the Wipeout, but as far as I can tell, the planes will still get some luv. In Arma 2 this was achieved by some sort of auto-rudder, which was removed during the A3 development. That may have given you an impression that the behavior used to be better.
  11. oukej

    AI Discussion (dev branch)

    a simple, clean, isolated, reliable bug repro mission, single AI or just as few as possible https://www.bistudio.com/english/careers I've mentioned no drastical AI changes in the OPREP, but that does not mean no bug-fixing - we'll do that as long as we actively support and improve Arma 3 (and we will for quite some time... you know us;)) And in fact bug-fixi​ng the AI can never be a simple thing and sometimes to fix a seemingly simple bug a complex solution has to be made. Quickly about the mentioned.... Driving and pathfinding - issues shared by engine AI, vehicle configuration and the map. Ideally ping us about an exact location. Since early access phase Mr.Klamacz has implemented a safe-check so the AI at least tries to unstuck itself even if it thinks it shouldn't be stuck at all. Should help in some situations, but crashing still damages the vehicle. It goes also with the performance, more detailed resolution to better navigate thru narrow streets would steal a lot of it. And wider streets would be less appealing and less useful for infantry combat. Indeterministic AI had to learn to drive and more importantly break and steer with less deterministic/more complex physics of the vehicles. Alltogether we are balancing on a thin line and doing trade-offs. Isolated issues help us a lot to get it right. Firing at distance - dependable on the weapon/optics' config. Snipers should not have problems to kill a target on 1km once they know about it. Riflemen have much lower engagement ranges. Getting stuck - can still be some missed animation issue, we are trying to catch em all Target selection/priorization - there are known issues, partly between config-defined cost of a target and the AI decisions themselves. Interestingly it was the same situation as the one showed on the vid which has initially led to more investigation :) Situation on the video is more or less OK - the target tank's crew is turned out and targetting the tank means "target the crew" for the AI. The AI may not recognize the turned out crew first, so it chooses an AT (at first it is just an armored target). Knowing more details it decides to try to take out the crew. (Players would hate if AI was about to destroy everything with an AT especially if they wanted to steal the vehicle...). It fails, crew, now in danger turns in, and our AT AI finally uses the tube. However, because there are mutliple targets in this area, it takes the AI some time to choose and fire at on, looks confused, occasionally fires and misses completely. Despite being directly ordered by the player to engage one specific target.
  12. It is more like you have an AI with a specific aimingAccuracy and aimingShake (if not set manually, it receives the value from general skill), values of those subskills get adjusted (also according to what is set in cfgAISkill) by the value of Precision as set in Difficulty settings / .Arma3Profile. You have a number that you can also get by using skillFinal. These numbers enter the AI calculations together with the weapons' (muzzle, optics...) config values - e.g. when the AI checks whether it is aimed and can open fire - compares direction to the target and actual direction of its weapon (some of the config values determine how well it can check that together with the aimingAccuracy) I wouldn't like to go into depth much and I am afraid my explanations would go more messy than clear and helpful ;) Simply put - it is no that the Precision itself globally depends on anything else but you. It is a global coefficient, affecting thru aimingAccuracy and aimingShake specific type of situations for every single AI. Should be visualized here. The picture is outdated, but what subskills are affected by what AI Level param. stayed the same. The way this is done is partly responsible for possibly not big enough effect the Precision has. However changing the way so the Precision is more pronounced could break stuff we can't see. Risky business. Still under investigation of possibilities. You can read now some general info / overview in my OPREP
  13. Not a joke. I am sorry for it has disappointed you, but give it another thought - are there always friendly units in every mission? Do they have to be friendly all the time? One of the main notion behind this, that it's the mission/scenario creator, who's responsible for the relative balance. Difficulty should not be used to adjust that or even fix some issues, difficulty isn't a tool to customize a mission (Going into the editor and editing the mission is the way to go). It also depends on the actual skill of the unit. But others already expressed that the difference between low and high precision isn't strong enough. That's being looked into. Other than that, feel free to spam us with FT tickets with simple repro mission where the AI clearly and objectively does something a player wouldn't be able to. Clean reliable repro mission with individual AI unit doing something wrong are something we love! General impressions are still very valuable to us but are also subjective and can't easily lead to a bug identification, isolation and elimination.
  14. oukej

    AI difficulty after latest patch

    More information can be found here - http://forums.bistudio.com/showthread.php?169122-AI-Configuration-feedback The AI bugs and issues or unbalanced mission design should not be "fixed" via the difficulty settings.
  15. Just a quick note - please avoid discussing helicopter flight simulation in here and consider creating a new thread. (However I can't promise any further improvements (except rly major issues) in that field. You may also find some more information about the previous process in http://forums.bistudio.com/showthread.php?147740-Helicopter-physics-impressions-simplified or http://forums.bistudio.com/showthread.php?159764-Recent-Helo-Changes-Unflyable ) The thread creation may also apply to the Electronic Warfare (radarz n stuff) subject. Thanks a lot guys and keep the feedback coming!
  16. I can confirm the "reverse" flying is possible (although a bit tricky) and was wrong the same also in Operation Arrowhead :/ I can only put a "no promises" disclaimer here. Oh, and yes, I guess this is the right place to post any feedback regarding the birds - thanks in advance as well as for the one already posted
  17. OPREP coming soonTM ;) (and updated wiki documentation) skillAI precisionAI Taken into account only if aiLevelPreset=3 (CUSTOM)) Adjustable by ingame sliders ( https://dev.withsix.com/issues/27851 ) Friendly/Enemy difference was removed (balance should be made on the per-scenario level) The "good balance" reached should be forged into default settings - and we really need your help to do that. Please, share your opinion on the best values! (a poll may prove useful) But remember that some improvements and fixes (dynamic error, turning speed, ...) in the late A3 development could have invalidated that research a bit and that "good balance" (or "least-evil balance") may no longer be true. Or it even can change in the future with tweaks in the core AI. Especially if the observations were made during A2 or OA. We can't provide such backwards compatibility and try to fix the issues at the same time ;) The changes were also made with some premise of changes in the whole difficulty settings (towards fixed presets + custom preset and some MP clarity), however that is not guaranteed. aiLevelPreset AI LEVEL skillAI precisionAI 0 Low 0.5 0.2 1 Medium 0.7 0.5 2 High 0.8 0.7 3 Custom* any (0.0-1.0) any (0.0-1.0) Values are not final and are roughly copying previous state - to be tweaked with your help *extreme values can break the AI behavior completely Defaults: Difficulty AI LEVEL Recruit Low Regular Medium Veteran High Elite High On any general difficulty you can change the AI LEVEL preset to anything you want including Custom (where you can adjust freely the SKILL and PRECISION and save separately for each difficulty - in future that should be possible only in custom difficulty settings)
  18. skillFriendly skillEnemy precisionFriendly precisionEnemy Are obsolete and not used anymore. You can remove them from your .Arma3Profile (as long as you don't switch back to Stable - it aint there yet I will investigate the Precision effect.
  19. The individual AI adjustment changes are not in development so far (apart from some initial research), however if everything goes well the global adjustments of AI will see a change today on dev branch. While these were in development (which is not over - more info once it successfully gets into your hands) it has stressed out even more how the whole difficulty needs a little bit of an overhaul and that may take a priority (if it is to be done at all, you know the drill ;)) before any further work on the AI configuration continues (the next would otherwise be the individual AI configuration). More info about today's (or tomorrow's?) changes later today.
  20. Confirmed. We are sorry about that. Part of the change didn't make it properly into the build.
  21. A little appetizer comes as the removal of Super AI flag ;) You can expect more changes & more info in the upcoming 2 weeks
  22. oukej

    AI Discussion (dev branch)

    The logic behind weapon switching (rifle / sidearm / launcher) needed to be changed to make all the possible combinations work flawlessly (also when switching to binocular). Some bugs appeared because of how AI related to the previous logic. (engineers/medics getting stuck after their action, AI unable to change stances properly, not able to get their weapons back from the lowered position...) We were not able to catch them all offhand. Some slipped thru and even made it to the Stable branch and we are very sorry about that. In the current Dev branch the standard armed soldiers should no longer have any problems with changing stances, but we still have at least two issues remaining. Unarmed AI can't change stance up and AI with binocular can't change stance currently at all With the more down-to-earth logic the behavior should be much more bulletproof and less prone to errors - at least after we fix all the "childhood diseases". Thanks for your patience and once again sorry about the inconvenience.
  23. oukej

    AI Discussion (dev branch)

    We are sorry for this ugly bug slipped thru our hands. But don't forget - that's the dev branch. It's rather experimental and we can't fully test all the daily updates ;) It was caused by a similar issue to It could have been caused by several broken anim. transitions our engine lords were fighting recently during a quest for improved transition system. That should be fixed in the next, upcoming dev. branch. Some rather major (and also risky) animation system changes and optimizations (which are also necessary to fix some other bugs) have taken place. Our progs have a fix ready, but it will make it to Steam only after weekend. We are truly sorry for all the inconvenience it has caused.
  24. oukej

    AI Discussion (dev branch)

    It could have been caused by several broken anim. transitions our engine lords were fighting recently during a quest for improved transition system. That should be fixed in the next, upcoming dev. branch. If that was the case... the AI would have loved to kill you, but it couldn't find a way to rise its weapon back, aim and shoot. ...or maybe the Gandhi algorithm has found its way into the minds of our AI ;)
  25. The idea to change/improve how you can configure the AI was a bit delayed and put aside for a moment due to various other workload (Adapt, AI improvements, ...) but we're still on it! I'll try to give you some time estimate soon-ish ;), the change itself might not be a complicated one, but we need to take that shot right. Please, try to stay on the configuration topic in this thread. For anything about the AI behavior itself, use the AI discussion. Thanks a lot for all your feedback and ideas!
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