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RE: Command AI [Beta] - 11/27/2017 5:51:04 PM   
mikmykWS

 

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RE: Command AI [Beta] - 11/28/2017 1:29:04 AM   
angster

 

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Nice! I will certainly try out that scenario once I have the second version of the AI complete. Hopefully things won't get busy and I have some time finishing it up.

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RE: Command AI [Beta] - 12/2/2017 3:53:22 AM   
angster

 

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================================================
Version 2.0 Additions
================================================
1.) OODA changed to 30 seconds, allowing better response time
2.) AI is now aware of hostile missiles
3.) AI can now differentiate between 5th gen fighters and plebs
4.) AI will now use 5th gen fighters to do recon (Internal loadout only)
5.) AI will "attempt" to use 5th gen fighters to "Quarterback" offensive air patrols
6.) AI will now use AEW aircraft to support offensive air patrols
7.) AI planes in general will attempt to outrun missiles once detected
8.) Added threat range library to better estimate air defense ranges
9.) AI can un-assign units when necessary
10.) Dynamic AI area of operations, no map setup needed anymore
11.) Better EMCON discipline
12.) Setup initial AI personalities (work in progress)
13.) Added land attack ability

Added new Humbler scenario by Mike Mykytyn to test the AI against an equal opponent. Added a squadron of F-35 for both sides to make things spicier and demonstrate AI 5th gen tactics.

AI controls Stennis CBG, just load scenario and watch the AI do it's work.

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< Message edited by angster -- 12/2/2017 12:28:31 PM >

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RE: Command AI [Beta] - 12/2/2017 5:50:41 AM   
Maromak


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By the time Skynet became self-aware it had spread into millions of computer servers across the planet. Ordinary computers in office buildings, dorm rooms; everywhere. It was software; in cyberspace. There was no system core; it could not be shutdown.

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RE: Command AI [Beta] - 12/2/2017 4:31:57 PM   
angster

 

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Don't worry, as long as the "destroyHuman" variable is set to false, we should all be fine.

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RE: Command AI [Beta] - 12/2/2017 7:01:00 PM   
thewood1

 

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That's all well and good until SkyNet sends a T1000 back in time to change the "destroyHumans" flag to true.

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RE: Command AI [Beta] - 12/2/2017 10:33:22 PM   
ComDev

 

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Wow

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RE: Command AI [Beta] - 12/3/2017 7:15:59 PM   
Maromak


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Played through once. I noticed that the AI switches aircraft very frequently between missions. Note: I was using a beta build at the time.






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RE: Command AI [Beta] - 12/3/2017 10:56:30 PM   
angster

 

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Thanks for looking into it. Looks like this is a case of AI having too much jobs and too few planes. The solution is probably prioritize missions and not allow the AI strip units from more important missions. Probably address this in the future.

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RE: Command AI [Beta] - 4/28/2018 10:01:46 AM   
serjames

 

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Hi angster.

Any recent updates ? I was hoping to try and drop the module into some older missions I love to replay ?

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RE: Command AI [Beta] - 5/4/2018 11:12:54 PM   
angster

 

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Howdy! Been busy the last few weeks. I'll see if I can send an update soon.

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RE: Command AI [Beta] - 5/13/2018 4:04:20 AM   
wsxtgly

 

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That's awesome. Waiting for your update.

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RE: Command AI [Beta] - 5/19/2018 1:15:05 AM   
angster

 

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================================================
Ares Version 1.0 Rewrite
================================================
1.) OODA changed to 5 seconds, allowing better response time
2.) Rewrite of the AI to be less resource intensive
3.) Added basic ship AI, ships will adjust speed based on proximity to submarines
4.) Added submarine AI, submarine will adjust between 1 to 10 knots based on proximity and depth from contacts, making them deadlier
5.) Added different scenarios to test AI


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RE: Command AI [Beta] - 5/19/2018 6:52:16 AM   
Zaslon

 

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Fantastic.
Thank you very much Angster.

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RE: Command AI [Beta] - 5/19/2018 12:40:12 PM   
AlGrant


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I cannot think of a valid reason why I have not already given this a try!
I really must give it a go.

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RE: Command AI [Beta] - 6/28/2018 9:52:19 PM   
serjames

 

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Hi angster,

Impressive as ever.

I noticed some maximum range missile engagements which makes POH low - perhaps dynamically change Weapon WRA's dependant on Pilot Skill? So ACE pilots will be smarter and not give you that chance to simply outrun the weapons.

Some oddities I noticed:

-AI driven F-35 on an "a1_rec_miss_1" mission dumped it's AAW missile load, when it encountered enemy Aircraft, but then didn't winchester for some reason - was shot down as it flew (radar on) towards known enemy AAW Patrol about 10 mins later

-Saw this again with a "a1_saaw_miss_1" mission. Checking the Doctrine, "weapons state pre planned" was set to shotgun. But "Weapon state RTB" was set to "NO, Aircraft do not RTB when weapon state is reached", which was a Suicide setting it seems

-Noticed Stealth Aircraft F-35B on "a1_saaw_miss_1" mission activating their radar which is probably not advised when they had good AEW coverage from the E3 Sentry already airborne

-Saw an F22 on "a1_rec_miss_3" mission activating radar on and off constantly? What causes that? Game engine? Not seen that before

Anyway still think this is a major step forward :-)

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RE: Command AI [Beta] - 4/21/2019 5:32:30 AM   
Pancor


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Just download the scenario while surfing the forum i find it good idea to add an much more complex AI
but when i played the scenario Ares vs Equal, Strong, Weak opponentsm the AI from blue team didnt respond at all
sorry for bumping old thread thought
Cheers

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RE: Command AI [Beta] - 7/19/2019 8:10:47 AM   
sarjen

 

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Uodate2. Now i get this error in every scenario with the AI:
quote:

23:12:00 - 23:12:00 - Lua script execution error: [string "Event - Load AI Functions"]:602: bad argument #1 to 'pairs' (table expected, got nil)

##############

Update. My fault. You have to apply some more things:
quote:

7. Create 4 reference points on the map for Blue Force, they must be named "AI-AO-1", "AI-AO-2", "AI-AO-3" and "AI-AO-4". As their name suggests, these points will mark out the area of operations for the AI. I haven't done enough testing to fully 100% understand how the AI treats this area, but it should essentially envelope all of the airspace that you want Blue Force to recon, defensively protect and offensively engage within. Once it has those 4 reference points, it'll generate its own mission areas inside and outside the AO (SEAD / DEAD missions inside it, support missions like AEW outside it).


Works now
###############

Sorry for gravedigging this thread but i wanted to test the AI and at the start of the scenario i get the following error:


quote:


4:21:55 AM - 4:21:55 AM - Lua script execution error: [string "Event - Initialize AI"]:2074: attempt to get length of local 'aoPoints' (a nil value)

4:21:52 AM - 4:21:52 AM - Event: 'Event - Initialize AI' has been fired.


Any insight? I already changed from European to USA language/time/date settings.



< Message edited by sarjen -- 7/19/2019 8:48:38 AM >

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RE: Command AI [Beta] - 8/7/2019 2:52:42 AM   
angster

 

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Been out for a while. I'm planning to update the scripts and hopefully release a new version soon.

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RE: Command AI [Beta] - 8/8/2019 8:53:10 AM   
Dimitris

 

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Welcome back

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RE: Command AI [Beta] - 8/8/2019 1:13:44 PM   
sarjen

 

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quote:

ORIGINAL: angster

Been out for a while. I'm planning to update the scripts and hopefully release a new version soon.


Great news. Waiting for the next iteration.

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RE: Command AI [Beta] - 8/10/2019 3:12:28 AM   
angster

 

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Ares-Lite is a more practical redesign of the original Ares AI. Instead of creating its own missions sets, the lite version will work with existing user defined missions and parameters. Ares-Light seeks to improve the survivability and effectiveness of assigned units while giving the user the ability to assign AI to tailored missions. Units under the AI will take advantage of the recent update on engagement rules (http://www.warfaresims.com/?p=4884). Units will push harder and exploit LOS restrictions on most units.

------------------------------
Features:
------------------------------
1.) Categorize units by roles (AAW, AG, ASUW) by their payload and assigned mission. No more reference files. (NEW)
2.) Units will avoid missiles on first detection instead of last possible moment. (OLD)
3.) Updated avoidance to factor in ARH seeker heads. Units will attempt to dive and retreat outside the FOV of ARH missiles. (NEW)
4.) Avoidance behavior based on roles (EX: AAW will avoid SAMS and Ships) (OLD)
5.) Avoidance behavior is divided into two methods. (NEW)
a.) Line of Sight avoidance - Units will attempt to fly under the radar and still approach threats. To improve fuel efficiency, units will fly at the maximum height possible while avoiding radar. Height values are pre-determined by the distance to horizon equation.
b.) Hard avoidance - When line of sight avoidance can no longer mask a unit's approach, the unit will attempt to avoid the threat altogether.
6.) Units under Strike Missions will attempt fly under radar to avoid any detected SAMs or ships. They will "Pop-up" only when close to the target. (NEW)
7.) Units under Patrols (SEAD, Land, Anti-ship) will occasionally "Pop-up" to detect and engage targets. (NEW)
8.) Unit avoidance will only trigger on contact detection. The better the ELINT, the better the unit will perform. (NEW)
9.) Ares-Lite will command missions containing the tag "<Ares>" in the mission name. The AI will ignore any missions without the tag. (NEW)
10.) Improved retreat logic. RTB units will now factor their home base when determining retreat vector. (NEW)

------------------------------
Sample Scenario Summary:
------------------------------
This scenario is designed to test the effectiveness of Ares-Lite. Blue Team, under control of the AI, will be facing an assortment of high-tech air, land, and naval threats. The main objective is to destroy all priority targets while minimizing losses if possible. In order to successfully complete the mission, the AI must perform the following:

a.) Execute AAW patrol missions inside the engagement envelops of hostile SAM's and ships.
b.) Execute ASUW patrol inside hostile SAM and air cover.
c.) Execute Land Strikes against targets protected by air, land and naval threats.

Blue Team
------------------------------
Blue Team consists of 4.5 generation fighters:
a.) 16x F-15C (AMRAAM-D) => AAW Patrol
b.) 12x Rafale M (Exocet) and 6x F-15E (SDB II) => ASUW Patrol
c.) 10x F-15E (SDB II) => Land Strike
d.) 8x EA-18G (AARGM) => Sead Patrol
e.) 3x Phalcon (AEW) => Support Patrol

Red Team
------------------------------
Red Team consists of 4.5 and 5th generation fighters, backed by high tier SAMs and ships:
a.) 24x Eurofighter (AMRAAM-C5)
b.) 6x F-22A (AMRAAM-C7)
c.) 1x Arleigh Burke Destroyer BLK3 (ESSM,SM-6)
d.) 2x Type 45 Daring Destroyer (Aster-15, Aster-30)
e.) 3x David Sling SAM Battery
f.) 3x PAC-2 Patriot SAM Battery

Scoring
------------------------------
Scoring is used to determine AI performance. AI will lose or gain points based on kills and losses in the following amount:
a.) 4th/4.5 Generation Fighters => 10pts
b.) 5th Generation Fighters => 20pts
c.) Ships and SAM batteries => 40pts
d.) Priority Land Target => 10pts
e.) Radar => 10pts
f.) AEW Aircraft => 20pts


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RE: Command AI [Beta] - 8/10/2019 5:35:11 AM   
Whicker

 

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nicely done.

I played it three times - until 12 hours 53 minutes to go which is where it ran out of memory the first time:

1) as is - score 50. With the AEW on ARES they seemed to lose contact with the enemy ships, lots of wasted missiles/ SDBs
2) removed ARES from all missions -score was -200. Ares did a way better job avoiding missiles
3) as is but with AEW not on Ares - score: 110

The ships were on a mission which I think was a big variable - if they had been on the same path each time it would be a better test - on the 3rd run thru one of the ships was just outside the ASuW area so it wasn't attacked - I think it would have been sunk for sure.

Would Ares work on multiple sides? I think it would be needed by the player just as much as the AI.

It does seem to be a bit of a memory hog.

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RE: Command AI [Beta] - 8/11/2019 2:10:25 AM   
angster

 

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Thanks for checking out. You can apply the AI to multiple sides by adding another initialize function call.

Ex: Below applies the AI to both blue and red forces
initializeAresAI("Blue Force")
initializeAresAI("Red Force")

As for memory, this will take some time to analyze.

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Post #: 54
RE: Command AI [Beta] - 8/18/2019 12:09:33 AM   
angster

 

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------------------------------
Update v1.1
------------------------------
a.) Modified scenario to add AEW to Red Team and add more units to Blue Team
b.) Improved AEW height approach
c.) Memory usage improvement

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RE: Command AI [Beta] - 8/18/2019 1:36:39 PM   
sarjen

 

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Awesome. Will test it in 2 weeks as I am currently in the field.

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Post #: 56
RE: Command AI [Beta] - 8/24/2019 3:49:59 PM   
sarjen

 

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11h 16m to go and ARES has no AAW flights left. Red side still has 2 flights. Score so far: -40. Impressive work. I will give it a try in another scenario with older AC.
No crash so far.

< Message edited by sarjen -- 8/24/2019 3:50:22 PM >

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