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Sub AI Needs Some Variety

 
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Sub AI Needs Some Variety - 6/8/2017 12:04:52 PM   
Lanzfeld

 

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Joined: 4/21/2017
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Loving this sim.

The AI subs, however, could use some further work IMHO.

They are always hanging out at 131 feet. They always go deep when attacked. After attack, if they live, they always immediately go back up to 131 feet.

Would really like to see some more advanced AI for subs. How about random approach depths? How about using the layer more often? I would also like to see them go deep and stay there for A long time to try and live after being attacked. Maybe some sprinting after an attack to get some distance from the attack point. Just more random behavior in general. They are just so easy to kill right now.

I'm looking forward to more and more features. I'm planning on buying it all. I would love love love some graphics but Can live without.
Keep up the excellent work!

Post #: 1
RE: Sub AI Needs Some Variety - 6/8/2017 1:38:02 PM   
ExNusquam

 

Posts: 513
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From: Washington, D.C.
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Here's the answer to almost every "make stuff more dynamic" request: lua

A smart scenario designer can use lua to randomly (or intelligently...) adjust unit course, altitude and speed. In this case, I think you could use ScenEdit_SetMission to adjust patrol/attack depth/throttle settings. For more advanced behavior, you could use use lua to manually set course and throttle setting.

(in reply to Lanzfeld)
Post #: 2
RE: Sub AI Needs Some Variety - 6/8/2017 1:53:06 PM   
Lanzfeld

 

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Joined: 4/21/2017
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Oh wow that is very interesting.

Can these scripts be built into the simulator one day....... as in stock?

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RE: Sub AI Needs Some Variety - 6/8/2017 4:11:43 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: Lanzfeld
The AI subs, however, could use some further work IMHO.

They are always hanging out at 131 feet. They always go deep when attacked. After attack, if they live, they always immediately go back up to 131 feet.


Hi, and thanks for the feedback.

I am fairly certain that from the start we enabled subs to variably change depth, at least when they are on ASuW/ASW patrol. If possible, can you post a save demonstrating the specific-depth fixation that you are describing?

Thanks!

_____________________________


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Post #: 4
RE: Sub AI Needs Some Variety - 6/8/2017 5:12:37 PM   
Randomizer


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One thing that scenario authors can do is use the "Unfriendly" posture to other sides from the AI submarine's perspective, Sub behavior changes in the presence of contacts that are identified as neutral, unfriendly or hostile.

-C

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Post #: 5
RE: Sub AI Needs Some Variety - 6/8/2017 6:56:40 PM   
Dimitris

 

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Thanks to raptorx7's save in Tech Support I was able to identify an issue that prevented subs on patrol from exploiting the DSC (sitting either on top of the layer or just under it, depending on whether they had a towed array or not). Fixed for the next update release.

_____________________________


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Post #: 6
RE: Sub AI Needs Some Variety - 6/8/2017 6:58:54 PM   
CCIP-subsim


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I still need to look into this - I wanted to mess with sub behaviour scripting a bit, mainly for out-of-contact logic, but it would be good to get them to switch things around a bit more.

It's not actually too difficult to get them to vary though - if you just want a sub to take random depth at regular intervals, it could be just a couple of lines. Create 4 points covering the sub's entire operations area for the scenario, then create a "unit remains in area" trigger for that submarine and, say, make it trigger after every hour. Then create an event that will be activated by that trigger, and for action, you just create a Lua script that says:

math.randomseed(os.time())
local subdepth = math.random(100,1000)
ScenEdit_SetUnit({side='yourside', unitname='yoursubmarine', manualAlitude='true', moveto=0-subdepth})

(with the name of your side and submarine changed, obviously)

Can't test it right now, but I think that should work!
Then you can play around with it, of course, by creating different trigger areas and/or only triggering changes less than 100% of the time, etc.

(in reply to Randomizer)
Post #: 7
RE: Sub AI Needs Some Variety - 6/8/2017 6:59:35 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
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quote:

ORIGINAL: Lanzfeld

Oh wow that is very interesting.

Can these scripts be built into the simulator one day....... as in stock?

IIRC you have some ASW/sub background?

I would be interested to develop some refined AI approaches in Lua that would provide you a more challenging AI adversary under a range of specific situations.

_____________________________


(in reply to Lanzfeld)
Post #: 8
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