Feature #8297

AAS: Integrate optional AI mode.

Added by kju about 5 years ago. Updated about 5 years ago.

Status:Closed Start date:01/19/2010
Priority:Urgent Due date:
Assignee:kju % Done:

100%

Category:-
Target version:2010-03-17

Description

The first step was the re-integration of the former system by CoolBox.
The current implementation is heavily updated, fixed and improved from the latest CoolBox source.

The AI mode can be changed as mission parameter; by default it is off.
No longer tied to ruleset setting. There is a second setting to enable/disable AI vehicles.


The second phase is to dump large parts of the current system and rewrite it.
The second iteration is based on UPSMON.

The main idea is to get rid of different AI teams (attack, support defence), make smaller,
more flexible AI teams; make AI use vehicles of the mission itself (instead of scripted ones).
Finally make use of waypoints to get AI proper behavior and movement.


A couple of simple demo videos:

Mission start; AI units spawning at X-Ray as only one zone is under control;
AI moving out to the zones; some are taking nearby vehicles:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_01.avi

Initial push by both sides; involves some vehicles combat:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_02.avi

AI units spawning and moving out to different zones:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_03.avi

East Ka52 incoming:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_04.avi

Another start phase; shows AI vehicles and air units use:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_05.avi

UH-1Y patrolling the sky; AI squads advancing:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_06.avi

Autorotation landing by AI UH-1Y. Not bad at all:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_07.avi

AI boards a static weapon (ZU-23):
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_08.avi

AI ZU-23 engaging:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_09.avi

East units defending the flag; another squad spawning meanwhile:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_10.avi

AI BMP3 in trouble:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_11.avi

West AI unsuccessful sneaking by:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_12.avi

East AI sniper engaging and ...:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_13.avi

East AI infantry successfully stopping an enemy advance:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_14.avi

Ka52 by West AI moving out:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_15.avi

East AI is using guard posts to keep overwatch:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_16.avi

East AI sniper getting into position:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_17.avi

.. and engaging:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_18.avi

Fierce battle between AI infantry:
http://pvpscene.arma-creations.com/files/temp/AAS/PvPscene_AAS_AI_SupportMode_Demo_19.avi


Related issues

related to A&S ProMode (ArmA II) - Feature #9448: AAS: Integrate UPSMON. Closed 03/06/2010
related to A&S ProMode (ArmA II) - Task #10094: AAS: Make AI only spawn at X-Ray on purpose if Tanks/Whee... Closed 04/14/2010

Associated revisions

Revision 6cb9072f
Added by kju about 5 years ago

~ Added: CoolBox AI mode again. Fixes #8297.

Revision dff489ff
Added by kju about 5 years ago

~ Changed: AI units are counted for zones and flag capture. Refs #8297.

Revision 256a67c4
Added by kju about 5 years ago

~ Fixed: AI now can take zone when close enough to the flag. Refs #8297.

Revision 138e3ba0
Added by kju about 5 years ago

~ Improved: debugging. Refs #8297.

Revision ef5acfe6
Added by kju about 5 years ago

~ Changed: coding. Assign random flag value to local var for debugging. Refs #8297.

Revision 2c8537ba
Added by kju about 5 years ago

~ Changed: AI squads refill now once per cycle (if a base is found) (way faster, comparable to human player spawn now). Refs #8297.

Revision 7abb2c31
Added by kju about 5 years ago

~ Changed: behavior logic of attack and patrol squads. Both are now completely state based instead of cycle time. Refs #8297.
In short they move out from a specific size on (5+) and fall back once less.

Revision 160579e4
Added by kju about 5 years ago

~ Added: code base (AI spawn handling) of the second iteration of the AI game mode. AI world interaction and movement is still to come. Refs #8297.

Revision 760f602b
Added by kju about 5 years ago

~ Improved: commenting of AI thread script. Refs #8297.

Revision 7ab331b0
Added by kju about 5 years ago

~ Improved: AI spawns at all zones to defend possible. Only if necessary spawns further back (except random X-Ray spawns). Refs #8297.

Revision b8922cf3
Added by kju about 5 years ago

~ Improved: made AI thread debugging easy to de/activate. Refs #8297.

Revision 9915c681
Added by kju about 5 years ago

~ Fixed: element _x is already an array. Refs #8297.

Revision 582bba6e
Added by kju about 5 years ago

~ Changed: made units join queue of all zones in the defendList (that are under full control). Refs #8297.

Revision 1201ea0c
Added by kju about 5 years ago

~ Changed: tweaked UPSMON parameter configuration. Refs #8297, #9448.

Revision fb2c2713
Added by kju about 5 years ago

~ Added: AAS_Params_AISupportMode setting handling. Refs #8297.

Revision 5be81a51
Added by kju about 5 years ago

~ Changed: AI infantry type composition to include more classes (along with AA). Refs #8297.

Revision ee326c9d
Added by kju about 5 years ago

~ Added: a basic logic to make AI either defend a zone, attack a zone or move straight to an enemy flag. Refs #8297.

Revision c788d8c8
Added by kju about 5 years ago

~ Fixed: moved _playerLimit handling to correct area in the code. Refs #8297.

Revision 697b8e50
Added by kju about 5 years ago

~ Added: mission end stops AI thread now. Refs #8297.

Revision f5e36492
Added by kju about 5 years ago

~ Added: logic to make one (max & min) group defend the zone it spawns in, if the zone is yet to defend (with a certain probability). Refs #8297.

Revision c2a37f96
Added by kju about 5 years ago

~ Added: logic to make AI go for new zones on zone change. Refs #8297.

Revision 475ace57
Added by kju about 5 years ago

~ Added: ability to control, if AI uses vehicles. Refs #8297.

Revision 07077b08
Added by kju about 5 years ago

~ Changed: reduce time check to have zone ownership trigger AI getting new waypoints to 30 seconds post game start. Otherwise a quick zone cap did leave AI with outdated waypoints. Refs #8297.

Revision 42fa4b2f
Added by kju about 5 years ago

~ Changed: made up to five AI squads wait in queue to spawn at the given flag. Refs #8297.

Revision 99d454f9
Added by kju about 5 years ago

~ Fixed: zone ownership change gave vehicles a simple move waypoints instead of the desired SAD. Refs #8297.

Revision 54ded695
Added by kju about 5 years ago

~ Fixed: moved spawn check. It only needs to be done once. Refs #8297.

Revision d272c04c
Added by kju about 5 years ago

~ Changed: made dead AI infantry clean-up handled by UPSMON. Refs #8297.

Revision ee5c56fd
Added by kju about 5 years ago

~ Fixed: units are only to defend a zone, if the zone must be defended. Refs #8297.

Revision fa7638b3
Added by kju about 5 years ago

~ Moved: random zone algorithm code to relevant scope. Refs #8297.

Revision dc25f7d2
Added by kju about 5 years ago

~ Added: AI default behavior (combat mode, full speed, crouch position). Refs #8297.

Revision ddb9b7bc
Added by kju about 5 years ago

~ Changed: made AI units spawning at X-Ray space out a little to avoid getting stuck. Refs #8297.

Revision 3ff3b370
Added by kju about 5 years ago

~ Changed: made AI looking for vehicle distance dynamic to the zone size. It tries to read the variable 'UPSMON_VehicleSeekingDistance' from the group; if not found, it falls back to the 100 meter distance default. Refs #9448, #8297.

Revision d1327bcc
Added by kju about 5 years ago

~ Added: A&D AI behavior and spawning rules. Refs #8297.

Revision 1b2c0a20
Added by kju about 5 years ago

~ Fixed: all waypoints of the fromer group need to be dropped once new units are created for a "new group". Refs #8297.

Revision d8e3409e
Added by kju about 5 years ago

~ Changed: AI units spawn in a random 50 meter radius at X-Ray to avoid AI stacking. Refs #8297.

Revision 1f17d6df
Added by kju about 5 years ago

~ Changed: disabled destination zone trigger that counts the units in it. Useless for AAS. Refs #8297.

Revision b044dadd
Added by kju about 5 years ago

~ Changed: units are to help each other out, if necessary. Refs #8297.

Revision 25e2b5e7
Added by kju about 5 years ago

~ Changed: default AI behavior to AWARE to speed up their movement. UPSMON takes care to changing the mode to DANGER if enemy is spotted. Refs #8297.

Revision 3c0c2bad
Added by kju about 5 years ago

~ Changed: default behavior to AWARE (from CARELESS) to speed up AI reaction time and movement speed. Refs #9448, #8297.

Revision 0e8f85a5
Added by kju about 5 years ago

~ Changed: default behavior of AI vehicle crew to AWARE instead of CARELESS. Refs #9448, #8297.

Revision 90c810ba
Added by kju about 5 years ago

~ Changed: units not at X-Ray have a 40% chance to go straight to an enemy flag. From X-Ray the chance is only 20%. Therefore AI is more likely to use vehicles at X-Ray. Refs #8297.

Revision 8b28d7c4
Added by kju about 5 years ago

~ Improved: coding. It also shows AI units capping zones now. Refs #8297.

Revision 6225f466
Added by kju about 5 years ago

~ Changed: "zone ownership change" system for AI. It uses now the interrupt of the updateZoneCalculations script. Refs #8297.

Revision 5502c2be
Added by kju about 5 years ago

~ Fixed: zone owner ship change system for AI. Refs #8297.

Revision c21df507
Added by kju about 5 years ago

~ Fixed: instead of array references, array copies must be used. Refs #8297.

Revision eedcdfcd
Added by kju about 5 years ago

~ Improved: units in statics now leave it more likely after zone ownership change. Refs #8297.

Revision cba5423f
Added by kju about 5 years ago

~ Fixed: on zone ownership change clear AAS_ZoneDefendinGroups array. Refs #8297.

Revision bbf85cf2
Added by kju about 5 years ago

~ Fixed: variable naming. Refs #8297.

Revision e6fd4adb
Added by kju about 5 years ago

~ Fixed: coding error. East infantry was not correctly updated on zone ownership change. Refs #8297.

Revision 58141db2
Added by kju about 5 years ago

~ Improved: coding. Made sure 'AS_SquadInUse' is always set. Refs #8297.

Revision 1aff4edd
Added by kju about 5 years ago

~ Fixed: exchanged spawn with call to avoid concurrency. Refs #8297.

Revision a9f320c5
Added by kju about 5 years ago

~ Changed: AI only spawns at X-Ray on purpose if usable vehicles are present. They can still spawn at X-Ray due to the lack of alternative of course. Refs #8297.

Revision ff4a5b05
Added by kju about 5 years ago

~ Changed: percentage to 50 for AI vehicles use, if available. Refs #8297.

Revision 025f3650
Added by kju about 5 years ago

~ Fixed: _zoneHasVehicles check is only to be done for X-Ray zone and on X-Ray spawn. Fixes #8297.

Revision 630ec389
Added by kju about 5 years ago

~ Added: system to delete AI units that do not move for 60 seconds. This is to clean up stuck AI. Refs #8297.

Revision c9746e59
Added by kju about 5 years ago

~ Improved: coding. Check for usable vehicles is only done for X-Ray and on request. Refs #8297.

Revision 6dabe626
Added by kju about 5 years ago

~ Fixed: movement distance condition for AI. Refs #8297.

Revision bec7b7aa
Added by kju about 5 years ago

~ Improved: logic of not moving AI clean-up system. AI in zones to defend or attack are no longer seen as waiting. Refs #8297.

History

Updated by kju about 5 years ago

  • Priority changed from High to Urgent
  • Target version set to Next release

Updated by kju about 5 years ago

  • Status changed from Assigned to Resolved
  • % Done changed from 0 to 100

Updated by kju about 5 years ago

  • Status changed from Resolved to In progress

Updated by kju about 5 years ago

  • Target version changed from Next release to 2010-03-09

Updated by kju about 5 years ago

  • Subject changed from AAS: Integrate AI mode again. to AAS: Integrate first version of an AI mode.

Updated by kju about 5 years ago

  • Subject changed from AAS: Integrate first version of an AI mode. to AAS: Integrate optional AI mode.
  • Target version changed from 2010-03-09 to Next release

Updated by kju about 5 years ago

  • Target version changed from Next release to 2010-03-17

Updated by kju about 5 years ago

  • Status changed from In progress to Closed

Further tweaking may happen.

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