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Advanced AI
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Wizard2579
Civilian


Joined: 10 Dec 2012

PostPosted: Wed Dec 19, 2012 10:32 am    Post subject:  Advanced AI
Subject description: Artificial Intelligence improvement
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Hi again!

I've found my way through old game maps and subjected them to a lot of editing, so now I'm looking for a way to improve that mister AI even further...Is there any way to restrict to a map, but improve AI's building capabilities, in terms of build up second and third side base structures, provided AI has access to all 3 mcv?
NATECH has FreeUnit=AMCV
GATECH has FreeUnit=SMCV
YAGRND has FreeUnit=PCV (PrerequisiteOverride=GATECH,NATECH)*
*- Yuri side can still build the Grinder after WEAP

So far, what I accomplished is get the AI to deploy other two ConYards yet I see no structures he created to get there (Barracks,WarFactory,BattleLab)
Also, apart from ConYards, no other structures are build...

Looking forward to hearing from y'all,

Wiz.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Dec 19, 2012 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

You could Get the AI to build all sides tech, using clones.

The idea of additional MCV factories has its own bugs and should be avoided unless using a patch which can correct it like ARES. If your looking for ways to improve ai difficulty within map files there are plenty of ways to do that.

The first way is scripted extra events for the ai like additional forces etc. You can also considered doing map modding. You can improve the ai through a few ways here, from editing their tags to giving them additional clone buildings.

Giving them cloned buildings from another side does not do any good because they will still only build their own units because its scripted base don AIMD.ini.

Giving them new defenses, or defense from another side does work though, with clones. I think it would be better to just make them build more of their normal defenses though.

Also You can make the ai cheat in various ways, and even give them buildings the humans cannot get and disguise them as normal buildings.

Before I started working on my own mod, all I did was make mod maps. So this kind of editing I use to do a lot of.

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Wizard2579
Civilian


Joined: 10 Dec 2012

PostPosted: Wed Dec 19, 2012 11:21 am    Post subject:   Reply with quote  Mark this post and the followings unread

Ok, so here's what I thought of

I included (first step only) whole rulesmd,aimd ini in the map and "freed" AI triggers, so Allied,Soviet, and Yuri Taskforces should be buildable by a Brutal AI, regardless of side (with most of their original settings in Teams, Triggers left as they were - I changed say the 3 ZEP TaskF with 6 ZEP, also increased number of DISK etc...What I still don't get is how can i give a Soviet AI, Allied buildings and BLab? I don't quite understand this "Cloning" thing #Tongue

P.S. I fixed the way too many MCV giving buildings with BuildLimit=1 and AI "respects" that Smile

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Wizard2579
Civilian


Joined: 10 Dec 2012

PostPosted: Wed Dec 19, 2012 11:35 am    Post subject:   Reply with quote  Mark this post and the followings unread

I regret bumping the thread, but:

I used [AI] section of Rules ratios and limits to increase the number of defenses he builds, and also the BaseSizeAdd value tweak so he can make 5x times larger base than mine, but still he's dumb Sad *

Map I'm tweaking atm is Xterritor.map (Territorail Imperative, if you will)
I got a soviet at the right side, position 6(7) to build all across the cliff belowe center, with them power plants, tesla coils and flak cannons, but he's still a bit unorganised, because 10 prism tanks is all it took for me to clean him up Smile
I also tried to increase response time when base attacked, he keeps sending conscripts at me...

* Yes, SovietBaseDefenseCount=999,999,999 same for allied (in general section)

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Dec 19, 2012 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

You shouldn't include the entire rules file, it will make the map way too big, only the necessary tags. If you plan to play online keep your map under 1.5MB TOPS as it won't even transfer correctly. And I don't think putting the aimd.ini into the map file even works to my knowledge, someone correct me if I'm wrong about that.

BuildLimit will prevent them from building more, not from owning more. They will still glitch and multi place buildings. Further if a player destroys a battle lab, ai will rebuild it, and hence will have another MCV. And from there's its a slippery slope when you include factory cloning from War factories producing multiple mcvs.

Ai's build whatever buildings they meet the requirements for, and have the tags Aibuildthis=yes set, and Aibaseplanning= their countries value. Because of Aibaseplaning= you can get the ai to build only the buildings you have that set on for thier country, The solution is to create clone or new entries of the Factories you want them to build with the correct Aibaseplanning and prereqs.

What you should do, Create clones, decrease time between waves, give the ai cheats like inf cash and extra cloned SW's, increase their armor,damage, range, etc with difficulty settings, Adjust ai setting and base counts.

They're are tutorials on increasing ai difficulty already which you should look into, and the scope your going into for a map i can say is ambiguous given your knowledge on modding, start small and work you're way up.

There are plenty of people in this community who have already worked a lot on this subject, and will tell you your going about this the wrong way.

_________________
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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Wizard2579
Civilian


Joined: 10 Dec 2012

PostPosted: Wed Dec 19, 2012 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let's say I do the line by line, painstakingly changing every Yuri and Soviet building from 2/1 to 0 inside my map.
And let *me* suppose that would cause Soviet and Yuri AI not to build anything
So how about we prevent that and add Soviet countries in the Sides section to GDI? And remove them from NOD? Would that tell the Soviet AI to build all three sides buildings when he meets the requirements or..?

Tags and most options and their detailed descriptions I'm getting off TibEd (it's not a perfect program, but it sorts out rulesmd.ini a bit)

Yes, importing an extracted from local.mix aimd.ini to a map gives you access to customize every taskforce AI builds by default, every team he creates, every script he uses, and every AI trigger that is fired...Congrats on making that work, sir Matthews Very Happy

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Dec 19, 2012 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

After seeing your Bump, I decided to bump again as well. Try this on your map. These are setting from my own mod I use to beef up AI a bit, Of course my ai also have a Modified AIMD, but even so these should make it more challenging regardless.

[General];These Are from my mod.
TeamDelays=100,500,1000
AIHateDelays=15,30,60
AIAlternateProductionCreditCutoff=3000
MultiplayerAICM=500,300,100
AIVirtualPurifiers=8,6,4
TotalAITeamCap=50,40,30
UseMinDefenseRule=yes
DissolveUnfilledTeamDelay=6000
AISafeDistance=30

[AI];These Are from my mod.
AttackInterval=0.5
AttackDelay=0.35
PatrolScan=.01
CreditReserve=3000
PathDelay=.01
BlockagePathDelay=45
AutocreateTime=1
InfantryReserve=95000
InfantryBaseMult=1
PowerSurplus=1000
BaseSizeAdd=15
RefineryRatio=.16
RefineryLimit=2
BarracksRatio=.16
BarracksLimit=2
WarRatio=.1
WarLimit=2
DefenseRatio=.4
DefenseLimit=90
AARatio=.14
AALimit=25
TeslaRatio=.16
TeslaLimit=25
HelipadRatio=.1
HelipadLimit=3
AirstripRatio=.12
AirstripLimit=0
PowerEmergency=85%

[Easy];These Are from my mod.
ROF=0.4;0.5
Cost=0.75
Armor=2.25;2
Airspeed=2.25;2
BuildTime=0.5
Firepower=2.25;2
BuildDelay=.02
ContentScan=yes
Groundspeed=2.25;2
RepairDelay=0.02
DestroyWalls=yes
BuildSlowdown=no

[Normal];These Are from my mod.
ROF=0.7;0.75
Cost=0.75
Armor=1.75;1.5
Airspeed=1.75;1.5
BuildTime=0.75
Firepower=1.75;1.5
BuildDelay=.03
ContentScan=yes
Groundspeed=1.75;1.5
RepairDelay=0.03
DestroyWalls=yes
BuildSlowdown=no

[Difficult];These Are from my mod.
ROF=0.9;1.0
Cost=1.0
Armor=1.25;1.0
Airspeed=1.25;1.0
BuildTime=1
Firepower=1.25;1
BuildDelay=.04
ContentScan=no
Groundspeed=1.25;1.0
RepairDelay=0.04
DestroyWalls=no
BuildSlowdown=yes

Make a Building Def for each country which only ai can build using Techlevel=-1 Then give it Cloned paradrop Sw's and Inf and Unit healing. This should beef up ai some. This code below is not complete, and I can teach you how to clone SW's without a patch, but the information is already in PPM, so go try looking for it first.

Like this:

[AIONLYCLONE]
Image=
UIName=:
Name=AI LAB
BuildCat=Power
Prerequisite=GACNST
TechLevel=-1
Adjacent=2
Sight=0
Owner=British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=40
Power=1000
Capturable=false
Crewed=no
Explosion=INVISO
DebrisAnims=INVISO
MaxDebris=1
MinDebris=1
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=no
DieSound=dummy
Drainable=no
AIBuildThis=yes
SuperWeapon=AIPARADROP1
SuperWeapon2=AIPARADROP2
UnitsGainSelfHeal=10
InfantryGainSelfHeal=10
BuildLimit=1
Powered=no
BaseNormal=no
LeaveRubble=no
Selectable=yes
LegalTarget=yes
RadarVisible=no
RadarInvisible=yes
ImmuneToPsionics=yes
Insignificant=no
Strength=5000
Armor=concrete

You beet me before I could bump, so this is an edit.

Quote:
Let's say I do the line by line, painstakingly changing every Yuri and Soviet building from 2/1 to 0 inside my map.
And let *me* suppose that would cause Soviet and Yuri AI not to build anything
So how about we prevent that and add Soviet countries in the Sides section to GDI? And remove them from NOD? Would that tell the Soviet AI to build all three sides buildings when he meets the requirements or..?


Open map in Notepad, hti Ctrl H, type in Aibaseplanning=
For the replace Text put:
AiBasePlanning=0;;;

Under sides, add all countries to allies Side, and country tags etc, change prereqs on all building. Now everyone should be allied.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Dec 19, 2012 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm shouldn't NATECH have FreeUnit=PCV and YAGRND have FreeUnit=AMCV? then you can get any tech tree eventually....

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Dec 20, 2012 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I still think his idea of giving ai extra mcv's is rediculus, plus there's not even enough base space for ai to do it, just make ai able to build everything from one Set of buildings, and beef them up, no need to have basses then span a 8 player map.

I tried modifying a Mode.ini file to see if i could make ai build All units etc by editing aitriggertypes. I also used prerequisite.lists from Ares to make Ai able to build all the units as well, But it seems that it didn't work, that''s not to say it won't work on maps.

Maybe i need to include the other tags etc in the mode ini file from aimd.ini, but for me it was a failed experiment so if anyone wants to enlighten me if and how it's possible to edit aitriggertypes for modes, that would be cool. Then I could have my holy, unholy, cursed, and warped alliances have ai using more then one sides teams.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Dec 20, 2012 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only thing I can think of is disabling the regular buildings and using clones instead, create AI triggers based on these cloned buildings, to give the feel of an "Unholy alliance" type gamemode.

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Wizard2579
Civilian


Joined: 10 Dec 2012

PostPosted: Thu Dec 20, 2012 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

update>

What I did:

1. "Unshackled" AI triggers (all to Multi-side:0 value)
2. Put Americans (I never play nor let AI play it) as the Yuri Contry, put Arabs and British (countries my buddy and I play when we play online) as Nod while everyone else is GDI side
3. Increased AAratio and teslaratio, aalimit and tesla limit (Allied/Soviet/Thirdbasedefensecounts=999,999,999) / (aalimit/teslalimit=990)
4. Increased power of NANRCT to 10k instead of original 2k and set basesurpluspower to 100 or 200 or so Smile (in an attempt to avoid power plant spam SREF/APOC could easily annihilate )
5. All Soviet and Yuri buildings had their AIBasePlanningSide set to 0 from 1 and 2

Results:

Allied AI (Germany) has tesla reactor build, with yuri war factory, no radar of any kind, or a battle lab at that point, but he sends the beefed up 14 kirovs that are (forgot to mention, germany->veteranunits ZEP) customized thanks to importing aimd.ini file in the map, so the brutal soviet 3 kirov force is a 7 kirov force (I added kirov hard as second team in AI trigger)

Had to scratch that, and download my map rollbacked 24h without any of the mentioned edits ...

What I think am looking for is a way to edit AI building sequence...provided he has free access to other side MCV, I want him to build up his base, don't matter where *yet* and use that side's AI triggers

*what I believe is done right is the AI trigger "unshackling" *

something like > if Soviet AI haz AMCV, deploy 5,5 north of base, start Allied AI build logic

As for the question about FreeUnit sequence, here we go

NATECH -> FreeUnit -> AMCV
(I build all allied struct, then)
GATECH-> FreeUnit - > SMCV
(If I start as allied, I can acquire soviet base as well)

YAGRND has
Prerequisites = YACNST,YAWEAP
PrerequisiteOverride=GATECH,NATECH
FreeUnit=PCV

Yuri side starter can still build the Grinder old-fashioned way, but non-yuri-starting side can get his/her hands on a PCV as well...if you wonder how should a Yuri acquire A/S mcv
NACLON which becomes Yuris clone vats (were soviet in ra2, same as NAPSIS)
gives a FreeUnit=AMCV

(from there, GATECH can give SMCV Smile )

I wish there were a magic click-next-next-next-next-congratz wizard to teach AI this Smile Surprised

==== how I see this AI logic works ====

check if AMCV==deployed then build GAPOWR
else
if AMCV==deployed
GAPOWR{count}==1 thene build GAPILE
else

if AMCV==deployed
GAPOWR{count}==1
GAPILE{count}==1
then build GAWEAP

same for soviet, and yuri side, BUT, to combine it so one and same AI checks for a deployed AMCV,SMCV,PCV and the subsequent build logic

**EDIT> I saw there was nothing "small" about this post so the "small" is removed **

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