Company of Heroes: Eastern Front

Author Topic: AI Bugs Discussion  (Read 43458 times)

Offline jojorabbit

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AI Bugs Discussion
« on: April 22, 2012, 02:57:28 PM »
Hi, all.
The purpose of this topic would be to gather as many as possible bugs, ideas and other stuff about AI, list them, sort them etc. As i have reached my first goal to get into Dev time now it is time to make other goals and improve AI as much as possible, make it more human alike etc.
I will reserve first 2 posts after this if lists get 2 big.

Do not report bugs like : "T90 is too strong, my 3vet volks are destroyed by conscripts" here, they will not be added to this lists

Some notes:
Green = done
Red = Higher Priority
Black= Medium Priority
Blue = Lower Priority - needs more discussion
* marker -> that needs more tweaking
Also every bug/idea/tweak will have unique ID so it is easier to follow up. example SOVA#023 - means Soviet AI bug/idea/tweak #23
GAI - General AI
SOVA - Soviet AI
PEA - PE AI
AMA - American AI
CWA - Commonwealth AI
RMCA - RMC Reward Faction AI
WEA - Wehrmacht AI

So to the Lists.


DONE LIST

GENERAL:
GAI001 - vCoH AI properly counters soviet Snipers and AT-guns
GAI002 - all factions build more mines then before
GAI003 - all factions build snipers smarter then before
GAI004 - all factions counter Soviet defensive structures properly (mg_nest, etc)

GAI008 - all factions pick reward units more randomly, before: all or none, now: 1,2,3,...,n reward units :)

SOVIETS:
SOVA001 - AI does not upgrade molotovs if he does not have at least 3 conscripts or 3 navals
SOVA002 - AI properly counters vCoH light vehicles
SOVA003 - AI builds mines with Ingenery and TankHunters -> TH mines have higher priority since they come later
SOVA004 - AI rebuilds destroyed spawner buildings(SSB, MT, TankHall etc)
SOVA005 - AI likes Sturmovie and double flamers more then before
SOVA006 - AI locks medic truck and uses it like triage center *
SOVA007 - AI won't upgrade heavy tankovy if it has low economy
SOVA008 - AI won't upgrade T34/T85 if he has not upgraded heavy tankovy
SOVA009 - AI builds mg nests more often
SOVA010 - AI won't upgrade armory upgrades and waste tons of fuel on upgrades unless he has good fuel economy, also will not upgrade Tank Hunters if AI can't build them, same applies to AT gun upgrade, Guards upgrade and similar.
SOVA011 - AI builds T90 more often then T70
SOVA012 - AI builds all vehicles more often
SOVA013 - AI advances much faster to t3-t4
SOVA014 - AI builds command squad when it has at least 2 conscript or 2 strelky  -> more inf - more chances
SOVA015 - AI upgrade Sturmovie more randomly sometimes before light tankovy sometimes after :) -> heavy ing strategy
SOVA016 - AI builds strelky more often
SOVA017 - AI secures territory more smartly
SOVA018 - AI uses Dig-in/Dig-out on ZIS AT guns (other AI factions can take dig-in gun and dig it out to take it home :P)
SOVA019 - define soviet personalities

PANZER ELITE
PEA001 - AI builds teller mines
PEA002 - AI uses panther battlegroup
PEA003 - AI uses hummels more often

CW
CWA001 - AI builds mines with sappers
CWA002 - AI uses Hull-Down/Hull-up on tanks and vehicles

AMER
AMA001 - AI builds mines with rifleman more often then with Engineers if using infantry command tree

RMC
RMC001 - fix AI does not use RMC reward faction -> In AI "eyes" it is total new faction


TODO LIST

GENERAL:
GAI005 - fix silly 'make one thing only' mode aka Big Daddy mode -> more info at http://www.easternfront.org/forums/index.php?topic=7958.msg116897#msg116897
GAI006 - fix AI garrison vehicles problem
GAI007 - make AI mob support
GAI008 - fix Ai using alt trees

SOVIETS:
SOVA019 - Redesign soviet AI upgrade purchases

PANZER ELITE
PEA004 - AI does not use camo ability on Hetzer
PEA005 - AI does not use Nashorn properly
PEA006 - AI builds booby traps on points that already have booby traps
PEA007 - AI build booby traps on buildings also did not saw yet
PEA008 - AI does not build and use vampire/funkwagen properly, should AI use this unit anyway
PEA009 - AI does not secure territory with Scout Cars am not sure about this did not saw it yet
PEA010 - Discuss T1 usage
PEA011 - I never saw AI building flak88 from luftwaffe did you?

CW
CWA003 - fix HQ locking and securing territory more smartly
CWA004 - AI does not build bofors
CWA005 - Investigate problem with Brit AI Infantry Sections using their Bren LMGs to button vehicles other button vehicle abilities like bren vehicle.
CWA006 - fix sniper ability on tommy squad
CWA007 - fix call in gliders adjust priorities

AMER
AMA002 - AI does not build demolitions on buildings
AMA003 - AI does not use helicat camo ability

WEHR
WEA001 - AI does not use officer/luftwaffe officier
WEA002 - fix wirecutters problem

RMC
--


IDEAS

- http://www.easternfront.org/forums/index.php?topic=7950.0
- http://www.easternfront.org/forums/index.php?topic=8065.0




SOME LINKS

--


Hope i did not forgot anything.
Everything is normal or low priority for now it is just to mark me what to leave for later nothing else.
Feel free to report, discuss any bug you find.
Comments, suggestions all welcome.
Thanks.
« Last Edit: May 14, 2012, 11:32:51 AM by jojorabbit »

Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #1 on: April 22, 2012, 02:58:25 PM »
Reserved

Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #2 on: April 22, 2012, 02:58:39 PM »
Reserved.

Offline Dzierzan

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Re: AI Bugs Discussion
« Reply #3 on: April 22, 2012, 03:35:27 PM »
So, you are a new AI coder? Nice.

Anyway ideas:

GAI: I don't know if it's possible, but we all know that AI doesn't build sandbags, antitank barriers etc. Maybe it should? Of course in smart way.

SOVA: I don't remember, but AI doesn't build emplacements like MG nest or OBR.

WEA: AI builds bunkers but does not upgrade them into med bunker or repair bunker. It should but not always of course.

AMA: AI does not build M3 trucks, it should build them + upgrade them into quad.

That's all for now, i'll back with more ideas.
« Last Edit: April 22, 2012, 03:37:23 PM by TheDzierzanPL »

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #4 on: April 22, 2012, 03:36:32 PM »
I don't think PE should not be allowed to make T1. It doesn't use it effectively.

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Offline Cranialwizard

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Re: AI Bugs Discussion
« Reply #5 on: April 22, 2012, 03:45:55 PM »
GAI- The AI Doesn't know how to use wire-cutters correctly to get through wire or sandbags. If you wire off an area with tanktraps + wire they won't slice through it, rather they steamroll it with a heavy tank.
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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #6 on: April 22, 2012, 03:48:18 PM »
So, you are a new AI coder? Nice.

Anyway ideas:

GAI: I don't know if it's possible, but we all know that AI doesn't build sandbags, antitank barriers etc. Maybe it should? Of course in smart way.

SOVA: I don't remember, but AI doesn't build emplacements like MG nest or OBR.

WEA: AI builds bunkers but does not upgrade them into med bunker or repair bunker. It should but not always of course.

AMA: AI does not build M3 trucks, it should build them + upgrade them into quad.

That's all for now, i'll back with more ideas.


GAI Oh, yes AI builds them ;). I deleted that for some other reason.
SOVA - I see a lot of Sov ai building OP, MG nests, artillery firebases
WEA i only saw medic and mg42 upgrade never saw repair upgrade
AMA - it builds but in "cheat" way with eng inside truck same for all inf halftracks(werh/pe), i saw wehr even upgrading them with flames and those rockets, only once i have seen upgrade into quad.


Quote
I don't think PE should not be allowed to make T1. It doesn't use it effectively.
I saw a lot of times pe starts with 3 scout cars but never secures territory with them.
But more often PE AI goes T2-T3

Quote
GAI- The AI Doesn't know how to use wire-cutters correctly to get through wire or sandbags. If you wire off an area with tanktraps + wire they won't slice through it, rather they steamroll it with a heavy tank.
That is true but imo it is some pathing problem not sure where and why it happens. Will add to list fix wirecutters.
« Last Edit: April 22, 2012, 03:52:58 PM by jojorabbit »

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #7 on: April 22, 2012, 04:16:39 PM »
Also if AI could put mines at choke points it would help. ATM AI only puts mines near strategic points.

GAI002 - all factions build more mines then before

Im assuming you just mean they will make more mines rather than put them in different spots ;)

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Offline Dzierzan

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Re: AI Bugs Discussion
« Reply #8 on: April 22, 2012, 04:18:19 PM »
SOVA: But the OBR emplacement was something new and i have never seen that AI was building it.

WEA: AI should have option to upgrade repair bunker.

Quote
Also if AI could put mines at choke points it would help. ATM AI only puts mines near strategic points.

It could on the roads.

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #9 on: April 22, 2012, 04:23:08 PM »
Or like on Angoville and Langres where there are nice little hedge grove choke points. Or even on the other side of heavy cover. When the enemy tries to use the green cover: SPLAT!

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Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #10 on: April 22, 2012, 04:38:08 PM »
GAI- The AI Doesn't know how to use wire-cutters correctly to get through wire or sandbags. If you wire off an area with tanktraps + wire they won't slice through it, rather they steamroll it with a heavy tank.
The AI uses allied and enemy AI vehicles to crush barbed wire. Otherwise it is as Cranial Says.

If you wire off a SP. It Drops off the AI's radar, at least until vehicles capable of crushing the wire are available.

Major Dankov, slide over.  :P
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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #11 on: April 22, 2012, 04:47:53 PM »
SOVA: But the OBR emplacement was something new and i have never seen that AI was building it.

WEA: AI should have option to upgrade repair bunker.

Quote
Also if AI could put mines at choke points it would help. ATM AI only puts mines near strategic points.

It could on the roads.

SOVA: am not sure why u did not saw it, when i was testing defending raised def to highest value they build OPs on almost every point. later on they build arty base.
WEA:  they have option but they don't use it, how many bunkers? imo one repair is enough and only upgrade to repair if there is t3 or t4? Also one medic bunker is enough but after there is at least 1 mg bunker and at least 6-8 inf units?

Quote
GAI002 - all factions build more mines then before
I mean they build them more often ATM.

Yes ATM AI builds mines by one mine near strategic points, also AT mines by one near Strategic points.
By minefield i mean for example 5 mines in row close to each other like in line/vector but leave that for later.

Quote
If you wire off a SP. It Drops off the AI's radar, at least until vehicles capable of crushing the wire are available.
I never tried to wire off SP, will try and see what happens and what can be done.

Offline Pac-Fish

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Re: AI Bugs Discussion
« Reply #12 on: April 22, 2012, 04:55:32 PM »
By minefield i mean for example 5 mines in row close to each other like in line/vector but leave that for later.

You programmed the AI to make a minefield? IMO they should not put mines in a line. Vehicle that's out of control could run them all over. At least space them a bit from each other

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Offline jojorabbit

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Re: AI Bugs Discussion
« Reply #13 on: April 22, 2012, 04:58:37 PM »
Quote
You programmed the AI to make a minefield?
Yes why?
Well IMO spacing is also possible but only for mines, tank traps and others should not have big spacing.

Offline Otto Halfhand

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Re: AI Bugs Discussion
« Reply #14 on: April 22, 2012, 05:02:17 PM »
I think The AI putting a line of mines in a row is a good idea. It will only have to hit two squads and there will be more player minesweepers and less Flamers.

Cat Fishy do you have any ideas on how to get the AI to rationally design and layout a minefield? If you can describe it in words JoJo can program it. :)
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