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Thread: Development Branch Captain's AI Log

  1.   Click here to go to the next Developer post in this thread.   #1

    Lightbulb Development Branch Captain's AI Log

    We'd like to try using this thread to track clear updates about changes to the AI. But first, some all important disclaimers!

    • Not all the changes made to the AI can be logged as and when they happen
      • Sometimes the changes made by the programmers require other departments to update or pack their data
      • Sometimes that's not always possible right away (i.e. changes to AI Costmaps for terrain, tweaking of new/refined values in configs)
      • Sometimes the changes must be put on hold while we make sure/prevent them from entirely annihilating the rest of the game
      • Sometimes the changes must be reverted because they destroy more than they heal.
      • Sometimes our programmers have to work, rather than talk about working.

    We hope it helps shine some light on the ongoing refinements/fixes being made to the AI, and can help to frame/promote some useful feedback/discussion/understanding about the current state/future direction and progress.

    You can discuss the changes across in the AI Dev Branch Discussion thread.


    Best,
    RiE


    First set of notes follows:

    Quote Originally Posted by klamacz View Post

    When it's possible/useful, we will try to post brief descriptions of recent AI changes done on the development branch. We hope this will help demonstrate the tweaks that we're making and generate useful feedback to help us validate and polish our work.

    Fixed: AI turn limitation while aiming

    It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone.
    Therefore currently AI should be able to follow targets better without moving whole body.

    AI shouldn't take unguided missiles as guided

    RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected.

    FIX: AI ballistic calculation fixed.

    Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill.

    FIX: AI now can shoot over animals.

    AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.
    N.b. Sometimes I'll quote one one of our Programmer's comments, but reserve the right to make splendid editorial adjustments!
    Last edited by RoyaltyinExile; Jul 23 2013 at 16:06.
    Arma 3 is a combined arms military game with an infantry focus. Built upon appropriate, useful and engaging elements of simulation, it's an accessible platform for a variety of official and community playable/sandbox content, based on the principles of authenticity, diversity and opportunity.

    Dans son oeil, ciel livide où germe l'ouragan,
    La douceur qui fascine et le plaisir qui tue.

  2.   Click here to go to the next Developer post in this thread.   #2
    BI Developer RoyaltyinExile's Avatar
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    Some additional notes about changes made to AI.

    Some fixes/features were included partly before public Alpha, but waited on changes in other departments and proper integration into gameplay, thus did not make it to the official changelogs.

    Quote Originally Posted by Dr. Hladik View Post
    • New types of obstacles for pathfinding - objects that only some types of units can get over (i.e. only soldiers, only soldiers or tanks, only boats)
    • Improved pre-processing of terrain for path-planning
    • Path planning for divers - makign them makigate underwater
    • AI not wasting rockets on infantry
    • Flashlights affect AI detection - Flashlights help you to detect enemy, but also reveals you
    • AI is properly using weapon optics to find enemy - Including Thermal Optics
    • Improved how night changes the chance to spot enemy
    • Fixed that AI was using binoculars on close distance
    • Silencers decreasing audibility
    • AI mines detection and avoidance
    • AI using hand grenades more
    • AI able to use grenade launchers - they will engage with UGLs
    • Blackhawk gunners are more capable while searching for new targets - done in OA and merged
    • Helicopters pilots prefer not to crash to trees and hills - but reserve the right to do so
    • Small improvements of helicopter attack pattern - less dive-bombing
    • Boats able to navigate around piers
    • Fixed some cases of AI stuck in fleeing
    • Improved AI ability to to send medic
    • AI using first aid kit
    • AI will not shoot you through bushes, if he did not see you before - fixed in OA and merged
    • AI can drive physx vehicles
    • Loiter waypoint
    • AI will also assign secondary turrets
    • AI will not disembark to change position in vehicle - if possible
    • AI will not take your commanding role in vehicle
    • Improved how particles are decreasing chance to spot enemy
    • AI visibility in new fog
    • Fixed: AI not able to open doors in some buildings
    • New system for AI roads creation
    • Improved AI commanding - selection of cover point on position where you are sending soldier to
    • Improved weapon selection - based on time needed to lock missile or turn vehicle; done in TKOH and merged


    These are not the all the changes, just those I could remember at home at this late hour.
    Some other changes that are WIP. currently not deployed. N.B. Not all tweaks are guaranteed to ever make it into the final build, depending on validation. Also note, many features need a lot of parameters properly configured and it takes time to balance them.

    Quote Originally Posted by Dr. Hladik View Post
    • AI not using pistol, when it should not - in some stage of releasing, WIP
    • Grass is decreasing chance to spot enemy - in some stage of releasing, WIP
    • AI prefer crouch stance while engaging - WIP, to be released
    • Decreased visibility of shooting - so AI does not find you instantly after killing one of them and also now each shoot close to enemy will decrease error of guessed position - WIP, to be released
    Last edited by RoyaltyinExile; Jul 23 2013 at 12:17.

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    BI Developer RoyaltyinExile's Avatar
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    Today's changes for AI

    Quote Originally Posted by klamacz View Post
    AI ballistic calculation improved for unguided rockets
    This will make the AI more capable of hitting targets with unguided rockets; e.g. RPG, NLaw(i.e. Man-portable) but also FFARs (i.e. Gunships).

    There was a mathematical accuracy problem, which made AI aim at the wrong point. This being fixed, actual accuracy of ai still depends on his skill.

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    BI Developer RoyaltyinExile's Avatar
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    Making changes/refinements to AI doesn't just rely on programmers, but proper configuration of the data is also essential (what we call balancing).

    Recent tweaks of config values affecting vehicle handling are part of this work. Pre-Alpha, a certain set of config values were used, but as the game develops, so we must continue to refine things like predictTurnPlan and predictTurnSimul

    Quote Originally Posted by Pettka
    Drivers have gone to training lessons to improve their driving capabilities
    AI drivers are now able to better predict the way and expect turns in longer distance while still maintaining the momentum long enough.

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    BI Developer RoyaltyinExile's Avatar
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    Some extra info:
    Quote Originally Posted by RoyaltyinExile View Post
    FIX: AI and rangefinding: ballistic prediction
    Quote Originally Posted by Dr. Hladik
    This is a small fix which affects AI aim over large distances, where units have different altitudes.

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    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.08339

    Quote Originally Posted by DnA View Post
    Increased error of player position, when AI is killed by player
    Quote Originally Posted by Dr. Hladik
    If you kill/hit/bullet impact close to an AI unit, your position is disclosed with some error. Now the error is bigger and based on range, so it is harder for the AI to find you after one shot.

    So, if I fire from, say, 300m away, AI's guess of my x, y position is based on a default guess error (of 100m) plus my distance (300m) multiplied by a coefficient (0.25), plus a random value (between 0 and 1, applied to x and y).

    This individual calculation doesn't currently factor in my weapon type, but my visibility remains a product of that, so - if I've used, say, an enormous sniper rifle instead of an smg - the AI is more likely to spot me, when looking in the right place.
    Last edited by RoyaltyinExile; Aug 26 2013 at 15:05.

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    Quote Originally Posted by DnA View Post
    • Fixed: AI unable to take a backpack from the ground
    • Decreased AI hearing ability to pinpoint enemy unit position
    Increased the threshold of accuracy when a unit starts guessing an enemy unit's position; i.e., audio inputs take longer to increase AI's precision/certainty

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    BI Developer RoyaltyinExile's Avatar
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    Quote Originally Posted by DnA View Post
    • Decreased use of prone stance when target is close.
    • Decreased use of crouch stance when moving
    • Decreased use of crouch stance in stealth
    These adjustments should:
    Quote Originally Posted by RoyaltyinExile View Post
    decrease the AI's use of crouching/prone while moving in combat. They'll be more likely to crouch when they're static in combat (not deterministic, just a more likely behaviour), and shouldn't go prone if enemy target is known and very close*.

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    BI Developer RoyaltyinExile's Avatar
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    Latest Work:

    Quote Originally Posted by DnA View Post
    Worked on AI recoil control, dependent on skill
    Quote Originally Posted by klamacz View Post
    • AI are now able to consider and control the recoil of the weapon
    • This ability is dependent on the skill, meaning that less skilled soldiers will tend to control it less, where elite soldier (skill 1.0) should control it all the time
    • This behaviour is more evident at closer ranges, when AI is standing and his recoil makes most of the shots to go over target's head


    Quote Originally Posted by DnA View Post
    Hearing (AI): speed makes a bigger difference
    Quote Originally Posted by klamacz View Post
    • Now the speed of movement and fatigue (breathing effect) makes you louder and more likely to be heard by AI.

    Last edited by RoyaltyinExile; Aug 26 2013 at 15:05.

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    Change log notes, v.09067

    Quote Originally Posted by DnA View Post
    AI leading targets accuracy improved
    Quote Originally Posted by klamacz View Post
    • All AI which uses some sort of bullets (including tank shells and grenades) are now able to lead moving targets better.
    • This ability is still limited by weapon config (max lead speed) and skill of AI.
    • Typical testcases are: running perpendicular to AI, evading Irfit GMG firing from 500m, etc.


    Quote Originally Posted by DnA View Post
    AI leading rockets improved
    Quote Originally Posted by klamacz View Post
    • Accuracy of AI shooting unguided rockets was improved
    • Now they should be able to lead moving targets whatever is the direction of movement
    • Splendid disclaimer: Please be careful though, RPG missile had some config problems last time I checked


    Quote Originally Posted by DnA View Post
    AI helicopter gunner aiming improved
    Quote Originally Posted by klamacz View Post
    • There was a problem reported about AI gunner in Comanche or Kayman unable to hit static infantry (overshooting). This was fixed.


    Some other most splendid changes (related to AI behaviour in CQB) are in splendid progress, but I don't think the exe sneaked out into the dev branch wild yet. Soon™.
    Last edited by RoyaltyinExile; Aug 26 2013 at 15:06.

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