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Thread: Development Branch Captain's AI Log

  1.   Click here to go to the next Developer post in this thread.   #11
    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.09136


    Quote Originally Posted by RoyaltyinExile View Post
    I don't think the exe sneaked out into the dev branch wild yet. Soon™.


    Quote Originally Posted by DnA View Post
    AI prefer to stop and shoot, rather than running to cover, if enemy is close
    Quote Originally Posted by Dr. Hladik View Post
    Surprise Target
    • Dealing with the situation where AI spots the player in close range while already en route to cover
    • AI is now more likely to stop and engage the threat
    • Decision is linked to distance to target (currently 35m)
    Last edited by RoyaltyinExile; Aug 26 2013 at 14:04.
    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.   #12
    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.09501

    Quote Originally Posted by DnA View Post
    AI rotation behaviour refined
    Quote Originally Posted by RoyaltyinExile View Post
    • AI rotation speed increased
    • AI rotation speed dependent on encumbrance (more encumbered, slower rotation)
    • AI rotation speed dependent on stance (prone rotation ~3x slower than standing)
    • AI rotation speed dependent on speed of movement (AI that has been moving fast will turn slower than those that are static)

    Quote Originally Posted by DnA View Post
    AI accuracy calculations refined

    Quote Originally Posted by RoyaltyinExile View Post
    • AI accuracy influence by rotation (faster rotation, less precision)
    • AI accuracy influenced by shooting (more shooting, less precision)
    • AI accuracy influenced by movement (more movement, less precision)
    • AI accuracy influenced more logically in proportion to skill

  3.   Click here to go to the next Developer post in this thread.   #13
    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.09751

    Quote Originally Posted by DnA View Post
    AI prone rotation two times faster
    Quote Originally Posted by klamacz View Post
    • Prone rotation speed was improved
    • It was a bit too slow; it's now 2x faster
    Quote Originally Posted by DnA View Post
    AI high-skilled soldiers accuracy improved
    Quote Originally Posted by klamacz View Post
    • Highly skilled soldiers had problems with hitting targets at medium range (100-300 metres)
    • They should be more accurate now, for example, a soldier with skill 1.0 (on Elite difficulty) should be deadly accurate

  4.   Click here to go to the next Developer post in this thread.   #14
    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.110181

    Quote Originally Posted by DnA View Post
    AI drivers are now better able to navigate out of obstacle and unstuck themselves
    Quote Originally Posted by Klamacz
    • AI drivers are better able to determine when they are stuck
    • They will now try to reverse away from the obstacle

  5.   Click here to go to the next Developer post in this thread.   #15
    BI Developer RoyaltyinExile's Avatar
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    Not a change today; rather, sharing the initial ideas/goals of some upcoming work:

    Spoiler:
    Last edited by RoyaltyinExile; Nov 26 2013 at 10:24.

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    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.110951

    Quote Originally Posted by DnA View Post
    AI-controlled turrets lead targets better
    Quote Originally Posted by klamacz View Post
    • AI ability to lead moving targets from turrets was improved
    • They should now be able to engage a lot more often and with better precision
    • Please note, this can significantly increase the difficulty of the missions again mechanized AI
    • Typical repro case was: Irfit HMG against infantry moving perpendicularly, 100 m distance

  7.   Click here to go to the next Developer post in this thread.   #17
    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.111171

    Quote Originally Posted by DnA View Post
    Decreased AI ability to shoot through bushes when a team member sees a target
    Related to:

    Quote Originally Posted by Dr. Hladik
    • AI in groups share information about targets
    • Previously, an AI that is without LOS to a target (e.g. blocked by a bush) - but that is in a group with another AI member who does - would fire at the target if feasible (i.e. valid range & penetration through blocking object)
    • Now AI - without direct LOS - will only try to fire for a limited amount of time, and will stop firing if they do not themselves get LOS to the target, even if a group member still has valid LOS

    First step is that AI will not be able to kill you just because his team member told him where you are. Randomized shooting through bushes is next step: AI will shoot in your general area when he is told about your position, but accuracy will be far less.
    Last edited by RoyaltyinExile; Oct 16 2013 at 15:11.

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    BI Developer RoyaltyinExile's Avatar
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    Change log notes, v.111518

    Quote Originally Posted by DnA View Post
    AI turret control improved
    Quote Originally Posted by klamacz View Post
    • While it was functionally improved in previous versions, it caused visual artefacts during rotation of turrets (seems like AI is able to move turret instantly, without accelerating the rotation.)
    • Now, this was fixed, keeping AI ability to target moving enemies.
    • Typical test cases are: car with turret engaging infantry moving perpendicularly; AI gunner in combat chopper engaging other moving choppers or fast moving cars and so on.

  9.   Click here to go to the next Developer post in this thread.   #19
    BI Developer RoyaltyinExile's Avatar
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    Public documentation of AI Skill settings updated:

    Quote Originally Posted by RoyaltyinExile View Post
    Oukej has meanwhile updated some community pages with the latest descriptions of such sub skills (WIP):
    Specific thread related to AI Configuration Analysis opened:

    Quote Originally Posted by oukej View Post
    I've decided to start a new thread dedicated not to what the AI can and can't do, but to how you, as a player, mission designer or modder can directly affect the AI's behavior.

  10.   Click here to go to the next Developer post in this thread.   #20
    BI Developer RoyaltyinExile's Avatar
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    Belated Change log notes, v.113928

    Quote Originally Posted by Dwarden View Post
    Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target
    Quote Originally Posted by oukej View Post
    • Generally the firefights and engagements should be more intense, enjoyable and less frustrating.
    • The average AI should no longer give you a head-shot off-hand.
    • AI gunners shouldn't be flawless top killing machines anymore.
    • It definitely does not solve all the things (e.g. detection, decision making, recoil control), but at least it hopefully softens some of the problems.
    • Please, spam us with your observations and feedback how has the battleground changed for you and whether it has improved the firefights, AI taking a shot, for you.

    (thanks to those who've already provided some feedback; sorry latest updates have taken so long to post: we're getting back into the swing of things now)

    Edit: there should be some further details we can share regarding Dynamic Calculated Error, but I need to check them out with our AI guru first!



    Notes (not exhaustive; documentation in progress):
    • Firing the weapon no longer increases error; instead, it decreases the error or doesn't change it (depending on audio and visual attributes of the weapon).
    • If the weapon is loud and very visible (e.g., an MG with big muzzle flash), the error doesn't decrease; whereas, shooting a normal rifle will decrease the error.
    • Losing the target due to obstacle (e.g., foliage) and switching targets now drastically increases the error
    • Calculation of error direction was changed to be more fluent: AI soldiers should not 'shake' their aim anymore; instead, they should behave more akin to 'looking around'


    Generally, these changes will be fairly subjective (a player's 'experience' of a firefight). We're also being careful not to negatively impact previous playable content, which was tested using older AI configurations.
    Last edited by RoyaltyinExile; Jan 14 2014 at 17:19.

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