Company of Heroes: Eastern Front

Author Topic: AI Bugs Discussion  (Read 57454 times)

Offline Dzierzan

  • Translator
  • Commissar
  • *
  • Posts: 465
  • I am the king of second bananas!
    • View Profile
Re: AI Bugs Discussion
« Reply #15 on: April 22, 2012, 05:12:33 PM »
@jojorabbit
I think you don't understand me, i don't mean OP(observation point), i mean 1927 76mm Gun, this is in the propaganda doctrine.

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: AI Bugs Discussion
« Reply #16 on: April 22, 2012, 05:16:17 PM »
Oh sorry i also did not saw that yet and i never build that yet need to see how it works :).

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: AI Bugs Discussion
« Reply #17 on: April 22, 2012, 05:18:14 PM »
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. :)

Obviously no. That's why I'm suggesting this to him ::). And IMO having 2 mines near each other is fine but having like 4-5 is just too much. A mortar strike or a out of control tank could just trigger everything. Also keep in mind the AI needs to buy and do other things too like flamers or Bren guns or uses grenades or abilities like over drive or suppressive volley. YOu only have so much muni.

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: AI Bugs Discussion
« Reply #18 on: April 22, 2012, 05:23:42 PM »
Probably the mortar could trigger them but if you drive on the road for example and there are 5 mines puma is done with first 2-3 mines and there are 2 left :).
Yes i know AI has to buy things with muni but i noticed when testing AI almost always in middle game AI has a lot of muni and does not spent a lot of them.

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: AI Bugs Discussion
« Reply #19 on: April 22, 2012, 05:30:21 PM »
but i noticed when testing AI almost always in middle game AI has a lot of muni and does not spent a lot of them.

As long as you know what you are doing and testing it :P. I still think 3 mines is a good number rather than 4-5

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: AI Bugs Discussion
« Reply #20 on: April 22, 2012, 05:37:24 PM »
but i noticed when testing AI almost always in middle game AI has a lot of muni and does not spent a lot of them.

As long as you know what you are doing and testing it :P. I still think 3 mines is a good number rather than 4-5

Or better make it random 3-6 max mines in row?

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Re: AI Bugs Discussion
« Reply #21 on: April 22, 2012, 05:46:32 PM »
@jojorabbit
I think you don't understand me, i don't mean OP(observation point), i mean 1927 76mm Gun, this is in the propaganda doctrine.
I agree with you. I think the OBR is still a WIP though. It is not clear to me that it will make the final cut. Might be a good idea to hold off on AI for this one. BTW when a Player deploys an OBR vs AI, the AI Eats it up in short order.
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War

Offline Dann88

  • Soviet Commander
  • Major
  • *
  • Posts: 513
    • View Profile
Re: AI Bugs Discussion
« Reply #22 on: April 22, 2012, 05:56:32 PM »
I just wondering but can Jojo make specific AI for specific map? So they know where best places to place mines, to places bunker, to ambush, etc...
I'm drunk now, I'm outranked you in philosophy.

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: AI Bugs Discussion
« Reply #23 on: April 22, 2012, 06:13:31 PM »
Specific personality by map can be done, like large map, medium map, then adjust AI to be more aggressive/defensive etc, but that is another story.

The easiest would be to mark all best spots/vectors where to place mines but then it makes another problem every single map will need to be redesigned to some sort of campaign map and am not sure the mappers will like that idea.
Other idea without evaluation would be to gather all vectors to some table but idk if it is good idea.
And probably players will remember those spots and will now where to expect mines.

Offline Jeff 'Robotnik' W.

  • Developer
  • Mr. Spam
  • *
  • Posts: 1961
  • Forum historian
    • View Profile
Re: AI Bugs Discussion
« Reply #24 on: April 22, 2012, 06:15:58 PM »
^ i think there are some ai related marker that can be placed on maps, im not entirely sure myself

Also jojorabbit is basically taking my place as AI coder, because im going to be concentrating more on modeling and animating.

jojorabbit is an awesome AI coder, ill admit probably better than i was too lol :P


Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: AI Bugs Discussion
« Reply #25 on: April 22, 2012, 06:24:51 PM »
Quote
^ i think there are some ai related marker that can be placed on maps, im not entirely sure myself
There are markers but am not sure mappers will like to add that many markers to maps. Well IMO we can try it with one map for begging and see if it is good solution or not. If it is good solution then we need unique names for each type of marker etc, so it could work on any map when markers are added. Will try it with angoville farms and inform you with results.

Quote
jojorabbit is an awesome AI coder, ill admit probably better than i was too lol
LOL, Thanks.

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: AI Bugs Discussion
« Reply #26 on: April 22, 2012, 06:25:10 PM »
But if AI acted a certain way for every map wouldn't that get predictable?

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Dann88

  • Soviet Commander
  • Major
  • *
  • Posts: 513
    • View Profile
Re: AI Bugs Discussion
« Reply #27 on: April 22, 2012, 06:52:36 PM »
Don't worry Fish, it's maybe predictable but If you really play that kind of AI, predictable mines actually become a "annoying factor" slow you down with wait for minesweeper or inflict unexpected damages. Human players sometimes place mines in predictable places too btw ;P
I'm drunk now, I'm outranked you in philosophy.

Offline Tankbuster

  • Allied Commander
  • Major
  • *
  • Posts: 761
  • I have no anti armor capability!
    • View Profile
Re: AI Bugs Discussion
« Reply #28 on: April 22, 2012, 06:56:40 PM »
It would be better if the regular mines are placwed near strategic points or beside the doors of important Ambient buildings(like the church in Semois) while the AT mines are placed on places like the ends of Bridges or crossroads.
(un)official forum troll

In Soviet Russia, Forum troll You!

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: AI Bugs Discussion
« Reply #29 on: April 22, 2012, 07:03:10 PM »
Mines will still be placed by one mine near strategic point same like it is now.
Minefields will be different, Yes it is true humans also place mines on predictable places.