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Thread: SP - AI Detection Cheating Test Script

  1. #1

    SP - AI Detection Cheating Test Script

    Hi, i'd like to "release" a script i have personally used since the time before ArmA2:OA was released, to detect how good is AI with detecting you.
    The script based on a very "light" version for checking the "knowsabout" value from an unknown user of this very Forums. So the base credit belongs ONLY to this person. Thank you a 100 times for your ideas and work.
    I have since then modified/expanded the script to suit my needs. I think its very good for AI-Detection bugtracking that why i release it.

    Features:
    Shows how AI detects you, where AI expects your position and how they track you. The possibilities with AI-Cheating Testing are endless.
    You can also Teleport via Radio, but i would not encourage to do so, because if you cheat its not real-world testing.

    Guide: Just start the mission via Editor after unpacking it into your profiles/missions Folder. Open fire just ahead so AI gets a bit known about you and then RUN & HIDE to any of the places i've marked on the map, or just pick your own.
    You can also move the whole squads in editor to any different position or even different map. It's up to you.

    Results: Since latest Patches, AI only very rarely seems to have magic spotting abilities. It was much much much worse during Arma2 Stock times.
    However just with yesterdays testing AI seems to can spot/pinpoint me even behind two forest-parts in 600m++ distance and open targeted fire, which you as a player COULD NOT/NEVER because of forest density and its resulting viewblocking.
    Also Yesterday i opened fire at the beginning and ran 150m south, just below that little hill of the starting position and hide under a tree. What happens was, that AI of Group1 and Group2 surrounded me, even though they assumed my Position at a completely different spot ~200m away. So there seems to be still issues with AI Detection capabilities.

    Screenshots:
    http://img703.imageshack.us/img703/6...eroverview.png
    http://img593.imageshack.us/img593/9...behindtree.png


    Download: http://www.2shared.com/file/_edXe3ZW..._testCher.html
    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

  2. #2
    First Lieutenant Kremator's Avatar
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    Nice one mr.g-c. Using it now. Perhaps Devs can use this to test AI capabilities

  3. #3
    According to your pictures, you're using a bunch of mods, ACE included. Did you try Vanilla 1.60 ?

  4. #4
    Warrant Officer mr.g-c's Avatar
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    Author of the Thread
    Quote Originally Posted by ProfTournesol View Post
    According to your pictures, you're using a bunch of mods, ACE included. Did you try Vanilla 1.60 ?
    Sure, but there isn't much of a difference. Just try for yourself and share your findings with me/us.

  5. #5
    Let me chime in here too, may be usefull for anyone interested in testing. Maturin brought us attention to this script (more visual approach) from an unknown author:
    (could this one be Group Link 4 author - SNKMAN, he appear away from the scene now)

    Spoiler:


    You'll get feedback in this form:

    Spoiler:


    Less exaustive and no map information which is more tactically usefull, but still very handy. Method is based in a nearTargets information instead of knowsAbout. White smoke for perceived position and Red smoke for perceived accuracy (it spreads away as it wanes down with time)

    I also bunched up the above with a custom one with additional functionality and a handy toggler through menu. I added the possibility to check ViewGeometry (used for enemy detection) usefulness in more detail.

    Resulting feedback:

    Spoiler:


    Can be downloaded here, with everything needed, instructions and sample mission. Check for more info in "init.sqf".

    This was made as an on-going effort to better understand this CIT issue. I call anyone to do some tests and help find bugged trees, bushes and other stuff.
    Yes... sorry for the slight thread highjack.

  6. #6
    First Lieutenant Kremator's Avatar
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    If my memory serves me right there WAS a version that had particles rising out of the top of their heads (to show awareness, combat state etc). It WAS a long time ago, but that would be useful too - if only I could remember WHO wrote it ! It could be SNKMAN as gammadust says.

  7. #7
    Quote Originally Posted by Kremator View Post
    If my memory serves me right there WAS a version that had particles rising out of the top of their heads (to show awareness, combat state etc). It WAS a long time ago, but that would be useful too - if only I could remember WHO wrote it ! It could be SNKMAN as gammadust says.
    Exacly where my suspition comes from (particle smoke similar method), that analysis was WIP at the time and I think it did not got published. Check:

    Spoiler:

  8. #8
    I think this video will fit here nicely
    it explains what AI does nicely



    In addition with tests remember Material files now set densitty of objects and Ai will also make decision , how big is my gun versus what i am targeting at etc .
    I like this thread and others like it but sometimes i think we dont know all the parts to return the whole sum, hopefully one day we can get better information from a-z what make AI make decisions in this situation .

    so far i have come across
    Material Density vs weapon on man or vehicle
    Neartargets
    Knowsabout
    Reveal
    FiredNear
    LOS
    can occlude
    cannot occlude
    Lots and lots more iam sure to get accurate sense fo what happens when Ai percieves enemy

  9. #9
    Master Gunnery Sergeant twirly's Avatar
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    Here's the script with the particles to show the AI units current mode. Not sure who the original author is. Many thanks....this has proved useful.

    Code:
    _unit = _this select 0;
    
    _shape = "\ca\data\cl_basic";
    
    _AnimationName = "";
    _Type = "billboard";
    _timer = 0.01;
    _life = 2.5;
    _position = [0, 0, 1];
    _weight = 7.5;
    _vol = 10;
    _rub = 0;
    _size = [0.5];
    
    _PS = "#particlesource" createVehicleLocal getpos vehicle _unit;
    
    _PS setParticleCircle [0, [0, 0, 0]];
    _PS setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
    _PS setDropInterval 0.01;
    
    
    while {alive _unit} do {
    
    	_color = switch (behaviour _unit) do {
    		case 'CARELESS': {[[0,0,1,1]]};
    		case 'SAFE': {[[0,1,0,1]]};
    		case 'AWARE': {[[1,1,0,1]]};
    		case 'COMBAT': {[[1,0,0,1]]};
    		case 'STEALTH': {[[0,1,1,1]]};
    	};
    
    	_PS setParticleParams [
    
    		[_shape, 8, 2, 0], "",
    		 _type,
    		 _timer,
    		 _life,
    		 _position,
    		 [0, 0, 0], 0,
    		 _weight,
    		 _vol,
    		 _rub,
    		 _size,
    		 _color,
    		 [1],
    		 0,
    		 0,
    		 "",
    		 "",
    		 vehicle _unit
    
    	];
    
    	sleep 0.03;
    	if (!alive _unit) then { deleteVehicle _PS};
    
    };
    Last edited by twirly; Feb 4 2012 at 22:08. Reason: Clarity

    "Learn by doing!" - Quoted from a post by Imutep

    OUTERRA - OUTERRA - OUTERRA - OUTERRA - BLOWMIND!

  10. #10
    First Lieutenant Kremator's Avatar
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    So can anyone put together the DEFINITIVE AI detection and awareness mission that incorporates EVERYTHING so far in this thread ?

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