Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #41  
Old 09-09-2011, 09:11 AM
SNAFU SNAFU is offline
Approved Member
 
Join Date: Feb 2011
Posts: 324
Default

In the new system you cannot strictly draw a line between SP and MP and the AI, because the AI is getting more a part of MP, compared to 1946 (without mods).

Therefore I would love to see better AI, but what is better AI worth, if the netcode cannot support more than 15 AI planes in a coop mission, otherwise the planes warp, lag or are not drawn at all (see ghost/phantom planes)? Seeing improvement of the AI as long term project, I would first focus on the obvious problems and bugs:

FM (performance of the existing planes before introducing new ones f.e. service ceiling ) -> SP&MP
Network (get rid of the ghost dots and warp-fest of AI) -> MP
LOD (dots visibilty) -> SP&MP
AI -> SP&MP
__________________
http://cornedebrouwer.nl/cf48e
Reply With Quote
  #42  
Old 09-09-2011, 09:14 AM
CrazySchmidt CrazySchmidt is offline
Approved Member
 
Join Date: Oct 2007
Location: Auckland, New Zealand
Posts: 102
Default

I have been reading this thread over the last couple of days at work, along with some other threads about the new beta patch and thinking to myself, it seems like it might be time to have another crack at this (after having shelved it for a couple months).

Tonight I got to have a crack at the new beta patch for the first time and while I can agree there is considerable improvement in over all graphics and sound I still couldn't find the hook I was hoping for (maybe too much forum hype, who knows). 109 sounds although, pretty much hit the bull's-eye! Nice work fellas!

smink1701's original post sums it up for me almost perfectly as I see it. The AI with CoD has always seemed absolutely mad to me and one of the great put offs, I mean absolutely spastic manoeuvres that make a chase an absolute joke. 109's with a roll rate that would shame the best 190 pilot, not only in passive flight, but also in steep dives to the point that I thought they were going in without hope only to find them pull up at the last minute and return to the fight LMFAO!!

I also read that some forum members believe that development focus does/should favour online play, well, from what I have read over the years to date, statistically off line play makes up the greater number of paying punters. I'm a 100% offline player as is everyone else I know that plays PC games. AI performance is not a trivial issue with gaming development, just ask the developers how important it is.

This is certainly a very significant patch for CoD, but after all it was either that or shut the doors and call in the cleaners right?

Well, for me it's off the shelf and now sitting on the desktop waiting for the next patch.

I have faith now at least it will get there eventually.

Cheers, CrazySchmidt.

Last edited by CrazySchmidt; 09-09-2011 at 09:17 AM.
Reply With Quote
  #43  
Old 09-09-2011, 09:17 AM
SG1_Lud's Avatar
SG1_Lud SG1_Lud is offline
Approved Member
 
Join Date: Jul 2010
Location: Spain
Posts: 376
Default

Quote:
Originally Posted by SNAFU View Post
In the new system you cannot strictly draw a line between SP and MP and the AI, because the AI is getting more a part of MP, compared to 1946 (without mods).

Therefore I would love to see better AI, but what is better AI worth, if the netcode cannot support more than 15 AI planes in a coop mission, otherwise the planes warp, lag or are not drawn at all (see ghost/phantom planes)? Seeing improvement of the AI as long term project, I would first focus on the obvious problems and bugs:

FM (performance of the existing planes before introducing new ones f.e. service ceiling ) -> SP&MP
Network (get rid of the ghost dots and warp-fest of AI) -> MP
LOD (dots visibilty) -> SP&MP
AI -> SP&MP
+1


...and if world were perfect, to hire the talented guy who made -BOB II WOV- AI, no need to reinvent the wheel.
Reply With Quote
  #44  
Old 09-09-2011, 12:54 PM
Mysticpuma's Avatar
Mysticpuma Mysticpuma is offline
Approved Member
 
Join Date: Jan 2008
Location: Bromsgrove, UK
Posts: 1,059
Default

Said it before and I'll say it again, the AI in BoBII WoV is the only AI I have competed against that made me actually think I was against a real player.

At the point I ended up in a Rolling Scissors against a 109 I was really hooked!

If you want to experience true Flight Simulation AI, load up BoBII WoV and then compare it with the AI in Clod.

BoBII is like playing chess against a Grandmaster while Clod is like playing against your mate who thinks he can use the Pawn's to jump over pieces and remove them from the board!

Sign up Buddeye and pay him a salary...he'll be worth every penny!

BTW, I fly mainly offline at the moment as CloD doesn't really interest me that much online as I don't have the time to go through learning CEM, so offline is fine for now.

Eventually I will learn CEM but for now I just want to have a little fun and compete against quality AI, and at the moment....we don't have any!

Cheers, MP
__________________
http://i41.tinypic.com/2yjr679.png
Reply With Quote
  #45  
Old 09-09-2011, 04:24 PM
buddye buddye is offline
Approved Member
 
Join Date: May 2011
Location: South East Texas
Posts: 46
Default

The problem with realistic and Human like AI is that it is so very costly.

The developing of realistic Flight Sim AI can “not” really be coded to a spec (like graphics, landscape, textures, hardware interfaces, multi player, canned missions, etc.) where the cost can be accurately estimated and bounded. Developing AI is a process (develop, test, refine, test, refine, etc). You are trying to simulate a human whose options and thinking are almost endless.

AI Robots can be built today if their functions are limited (repeatable task like the auto robots) but the building of human robots would require the refinement and testing process with endless delays and the cost gets too high or out of control. It is almost impossible to "bound" human thinking (say a good pilot, as individuals solve problems and invent solutions in an almost infinite manner).

Combat Flight Sim AI has the same problem. The development cost to make the AI more human and thinking is just too high. The game developers are force to get the AI working and call a stop to the refinement process. They can not continue the process too long because of cost.

In BOBII, we work for free. We get endless ideas from our players and testers which we can use for the BOBII AI refinement process.. The implementation and testing is still very difficult requiring much refinement and some really good testers who can offer refinements. We have been refining the AI in BOBII using this refinement process for 5 years. We could go on forever with the only limit being “new” ideas and experienced manpower.

The answer IMHO is simple, the Flight Sim game industry, the developer, can not afford the money for an effective and complete human like AI system (a commercial game developer really can not afford a BOBII like refinement process). Only the military or NASA can afford to develop smart, effective, thinking, and human like AI and even they have had limited success, as yet..
Reply With Quote
  #46  
Old 09-09-2011, 05:09 PM
addman's Avatar
addman addman is offline
Approved Member
 
Join Date: Mar 2010
Location: Vasa, Finland
Posts: 1,593
Default

Quote:
Originally Posted by buddye View Post
The problem with realistic and Human like AI is that it is so very costly.

The developing of realistic Flight Sim AI can “not” really be coded to a spec (like graphics, landscape, textures, hardware interfaces, multi player, canned missions, etc.) where the cost can be accurately estimated and bounded. Developing AI is a process (develop, test, refine, test, refine, etc). You are trying to simulate a human whose options and thinking are almost endless.

AI Robots can be built today if their functions are limited (repeatable task like the auto robots) but the building of human robots would require the refinement and testing process with endless delays and the cost gets too high or out of control. It is almost impossible to "bound" human thinking (say a good pilot, as individuals solve problems and invent solutions in an almost infinite manner).

Combat Flight Sim AI has the same problem. The development cost to make the AI more human and thinking is just too high. The game developers are force to get the AI working and call a stop to the refinement process. They can not continue the process too long because of cost.

In BOBII, we work for free. We get endless ideas from our players and testers which we can use for the BOBII AI refinement process.. The implementation and testing is still very difficult requiring much refinement and some really good testers who can offer refinements. We have been refining the AI in BOBII using this refinement process for 5 years. We could go on forever with the only limit being “new” ideas and experienced manpower.

The answer IMHO is simple, the Flight Sim game industry, the developer, can not afford the money for an effective and complete human like AI system (a commercial game developer really can not afford a BOBII like refinement process). Only the military or NASA can afford to develop smart, effective, thinking, and human like AI and even they have had limited success, as yet..
BINGO! I remember over ten years ago, playing European Air War and thinking "The A.I is ok in this sim but in ten years it's gonna be like freaking Skynet type of A.I!". Here we are, multiple CPU cores later and the A.I is dumber than ever. Why? As the poster above mentioned, money! A.I programming is so costly that even the biggest of the biggest game studios has to cut corners to get their software out the doors. You see games like Call of Duty where the A.I has the IQ of a golf ball but it doesn't matter since 90% of all the action is scripted. When I think more about it, I'm amazed MG managed to get the A.I they have now out the door considering their -probably- scarce resources. IMO, let the community experts get their hands on the code give it a gosh because they are willing and willing to do it for FREE!

Below is a horrible example of how scripting is almost replacing A.I:

__________________
Reply With Quote
  #47  
Old 09-09-2011, 05:09 PM
nearmiss nearmiss is offline
Global Moderator
 
Join Date: Dec 2007
Posts: 1,687
Thumbs up

buddye

It seems to me from what you say, if a developer like COD wanted a competent AI performance then the best course of action would be to open the source in such fashion as to allow coding for the AI.

AI performance improvements would come from competent programming and a community involvement over time.

There could be benefits to developer, because it would take the "hot potato" of AI developement from the developer and hand it off to the community.

Naturally a reasonable AI performance package would have to be coded as a starter package. The AI would thereafter be done over time with 3rd party community developers and feedback from the community.

I could live with that, and actually I'd be thrilled with the prospects that we could eventually have an outstanding AI performance package.
Reply With Quote
  #48  
Old 09-09-2011, 05:21 PM
adonys adonys is offline
Approved Member
 
Join Date: Apr 2010
Posts: 850
Default

That's exactly what we should ask for: MG to open AI over-coding in an additional dll.

Maybe then the buddye and his mates from WoV BoB 2 could help with it, or anyone else with spare time and interest.
Reply With Quote
  #49  
Old 09-09-2011, 06:03 PM
Les Les is offline
Approved Member
 
Join Date: Feb 2009
Posts: 566
Default

Maybe the community should compile a list of AI attributes or features that the developers or modders could use as a sort of checklist.

Something separated into two general categories of Friendly and Enemy AI. Then further separated into three categories of, Essential, Desired, and Ideal AI qualities or abilities.

In the Essential category you could have not just positive pre-requisites, but negative ones too, things along the lines of what the Friendly or Enemy AI must never do or fail at.

In the Desired category you could have more advanced features that should be possible given the current technology, but which aren't game-breakers like in the Essential category.

In the Ideal category you could have wishful thinking, 'it would be good if we could one day have such and such a feature' type ideas.

Just putting it out there. Might be more constructive and proactive than just waiting to see what the developers or modders do then reacting to that after it happens. Create some guidelines so the developers know what the community considers to be fundamentally necessary or essential, what they consider to be worth trying to achieve beyond that, and what they don't really expect to be done but would hold as the highest achievement or aim.
Reply With Quote
  #50  
Old 09-09-2011, 06:12 PM
buddye buddye is offline
Approved Member
 
Join Date: May 2011
Location: South East Texas
Posts: 46
Default

I am not sure if a commercial game developer would feel comfortable releasing his product (his source code). His source is his future with respect to new products which he plans to use as a baseline for future products. A flight sim developer must sell a string of products base on his engine to make any real money these days (you do not develop a new engine for only one product).

The COD manager might be willing to assign a programmer to work with a committed team of AI testers who would test, offer suggestions, analysis, and refinements. All parties would need to understand that the project would be long term (multi-year) with updates maybe every 6 months. A new priviate forum could be used to coordinate the work (the BOBII approach).

I do not want to bore you guys with BOBII but for those interested in AI (and I understand that some players are only into MP), I will offer a document. I offer the document to show an overview of BOBII AI's the scope and complexity. Please skip it if not interested and am sorry for boring anyone.

Overview of the BOBII AI Performance and Design

The redesign of the AI Maneuver Selection

The redesign of the AI maneuver Selection Criteria was driven by the need to become more deterministic and less random in selecting AI maneuvers. I felt the need to move in this direction to improve the AI offence and defense so the AI selection software had more control. Of course there is a big danger in this strategy. We do not want BOBII to become repeatable. This will become a fine line to follow in the future and I will need both our testers and customers help and feedback.

Here is a summary of the new selection criteria design:

1. Altitude (how much altitude and rate of change)
2. Speed (how much speed, and rate of change)
3. Position of A/C to each other (none to tail, tail to tail, nose to beam, tail to beam or left, right, front, back)

To implement the new selection criteria I built a 3 X 6 matrix (a truth table) and many new programs. For each A/C (the unfriendly and the AI or the player), I designed programs to look at Altitude, Speed, and position and to first try and select the best maneuver option (aggressive or defense) based on AI skill level.

Altitude and speed can also be thought of as “energy” as altitude can be turned into speed.

The new design uses the A/C’s current position but I am thinking about implementing the A/C’s “lead” position (his future position which would be a small delta in the future).

Anyway, this new design is a long term work BOBII AI strategy (work in progress) that I can work on as I have new ideas for the AI from our testers and customers. It should position the BOBII AI design for future improvements by using more deterministic rather than random selection criteria. The goal is very simple "to improve the AI performance" and keep BOBII the best off line AI.

My gut feel based on my experience and testing is that the AI is now stronger at selecting the best/correct maneuver, avoiding bad positions (like low altitude), better at avoiding low energy, and in general a bit stronger fighter and defender. Of course, the Player will always “win” with experience/practice but if we give the player a better fight (scrap), I personally consider that real progress.

BTW, I also gave the Terminator AI a bit of boost in performance and tune-up so you might want to try it out. With the boost in Terminator performance, he was getting “cocky” so I implemented a spinout feature. The Terminator flies so close to the edge now that he has a tendency to “spinout”. This is when you can get him.

I also implemented a new AI feature called “Flying Factor (FF)”. This is the knowledge of the AI pilot to fly a given maneuver (experience) and how well the AI pilot will actually fly the given maneuver (skill). The FF is based on the Skill Level (customer selected in Instant Action Missions and software assigned in the Campaign). The Terminator AI is assigned a Skill Level of Hero2 (the highest in the game) so that is where he gets his boost in performance (edge).

AI Maneuver Selection is KEY

First, the BOBII AI has a special case for selection called “Evasive maneuver selection”. The Evasive maneuver is required when an AI is shot at (either a hit or near miss). The AI will select a defensive maneuver based on the criteria/data for both Player and enemy AI (speed, altitude, and the position of the targeting AI and the AI being targeted with respect to each other).

The first key decision to be made is to select either an aggressive or defensive maneuver. This is a complex decision based on the available information on both the Player and the Enemy AI or the friendly AI and the enemy AI. The data considered for both Player and enemy is speed, altitude, and the position of the targeting AI and the AI being targeted with respect to each other.

After selecting either an aggressive or defensive, then a random approach is used to select a category (choose good, choose bad, or choose “neither” good nor bad maneuver).

Maneuvers are then divided into three parts Climb, Horizontal, and dive for each of our categories (choose good, choose bad, and choose neither good nor bad maneuver).

The individual maneuver selection is then based on speed, altitude, and position of both the player and the enemy AI.

In BOBII we have over 80 complex maneuvers for selection (both the aggressive and defensive maneuvers) for the fighters (Spit,Hurri,109.110) and over 50 simple maneuvers for selection for the JU87 and Defiant. The following are BOBII’s complex maneuvers (each maneuver is a significant program for completing the assigned maneuver):

MANOEUVRE_SELECT
MANOEUVRE_LOOKROUND
MANOEUVRE_WELDEDWINGMAN
MANOEUVRE_BAILOUT
MANOEUVRE_TOPCOVER
MANOEUVRE_FORCETOPCOVER
MANOEUVRE_LINEABREAST
MANOEUVRE_PINCER
MANOEUVRE_MULTIWAVE
MANOEUVRE_DIVEANDZOOM
MANOEUVRE_INSIDELOOP
MANOEUVRE_LAGPURSUIT
MANOEUVRE_SPLITMANOEUVRE
MANOEUVRE_HEADON
MANOEUVRE_LINEASTERN
MANOEUVRE_VICATTACK
MANOEUVRE_BARRELROLLATTACK
MANOEUVRE_SCISSORS
MANOEUVRE_MILDSCISSORS
MANOEUVRE_TURNINGFIGHT
MANOEUVRE_SPLITS
MANOEUVRE_ZOOMANDDROP
MANOEUVRE_STRAIGHTANDLEVEL
MANOEUVRE_SPINOUT
MANOEUVRE_DIVEFORHOME
MANOEUVRE_GOHOME
MANOEUVRE_MAKEFORFRIENDLY
MANOEUVRE_MOVEAWAY
MANOEUVRE_QUICKROLL
MANOEUVRE_IMMELMANNTURN
MANOEUVRE_IMMELMANN
MANOEUVRE_STAYWITHPREY
MANOEUVRE_CLIMBFORHOME
MANOEUVRE_STRAIGHTDIVE
MANOEUVRE_OUTSIDELOOP
MANOEUVRE_SHOOTTOFRIGHTEN
MANOEUVRE_SHOOTTOOEARLY
MANOEUVRE_GAINHEIGHT
MANOEUVRE_LAGROLL
MANOEUVRE_EXTENSION
MANOEUVRE_DIVINGROLL
MANOEUVRE_REVERSETURN
MANOEUVRE_SELFASBAIT
MANOEUVRE_JINK
MANOEUVRE_BREAKTURN
MANOEUVRE_LAZYTURN
MANOEUVRE_BREAKLOW
MANOEUVRE_BREAKHIGH
MANOEUVRE_BREAK90
MANOEUVRE_BREAK180
MANOEUVRE_HIGBARRELROLL
MANOEUVRE_PANICTURN
MANOEUVRE_TURNANDRUN
MANOEUVRE_LOWALT
MANOEUVRE_ZOOM
MANOEUVRE_INTERCEPTHIGH
MANOEUVRE_INTERCEPTLOW
MANOEUVRE_GAINSPEED
MANOEUVRE_HEADONATTACK
MANOEUVRE_LUFBERRY
MANOEUVRE_STEEPDIVE
MANOEUVRE_UPANDUNDER
MANOEUVRE_STALLTURN
MANOEUVRE_SLASHINGATTACK
MANOEUVRE_CLIMBTURN
MANOEUVRE_ROLL360
MANOEUVRE_STRAFFE
MANOEUVRE_TRANSITION
MANOEUVRE_PEELOFF
MANOEUVRE_SNAPSHOT
MANOEUVRE_STAYONTAIL
MANOEUVRE_FLYTHROUGHCLOUD
MANOEUVRE_REGROUP
MANOEUVRE_DISENGAGED
MANOEUVRE_SPINRECOVERY
MANOEUVRE_COLLIDE
MANOEUVRE_LAST
MANOEUVRE_ALIGNMENT
MANOEUVRE_DROPANDZOOM
MANOEUVRE_COLLISIONAVOIDANCE
MANOEUVRE_TURNTOHDGANDPITCH
MANOEUVRE_SCREWYOUGUYSIMGOINGHOME

The AI Performance Criteria/Dependencies

Skill Level

The AI performance is dependent on AI Skill Level (which is customer selected in Instant Action and SW assigned in the campaign). BOBII AI do make mistakes (spin, crash, dumb maneuvers, bad judgment, shoot late , shoot bad, etc) which is after all very human.

The skill level of the AI is key in making decisions on about everything with respect to AI performance like (1) how well the AI fly, shoot, shoot fast, slow, accuracy, or not shoot, (2) how well the AI fly, what maneuvers are selected, and how well the AI will fly the chosen maneuver.

Random Numbers (Luck of the draw)

The BOBII AI A/C is also dependent on luck (specifically on random numbers). Random number decisions are coded through out the AI code. BOBII’s random approach keeps BOBII from doing the same thing each time. Even something as simple as the direction to start a maneuver (left or right), I will use a random number to decide (why hard code something when you can use a random number).


For example, most BOBII vertical maneuvers use a random number to assign a length of time to for a specific vertical maneuver (Like Zoom). The AI pilot will sometimes cut off early, or late, or somewhere in the middle. If early the maneuver may carry too much speed and if late the AI may slow down so much that control is lost (very human).

The bottom line is that the customer will always see a somewhat different maneuver (very good, good, not so good, and loss of control) both because of the random implementation and the different physic’s parameters (speed, roll, heading, pitch, and overall energy) going into each maneuver.

The very real downside of random numbers is it is very hard to test (not repeatable) and the processing power used.

Conditions

The conditions for each maneuver are always different (energy, speed, altitude, skill, damage, and enemy position). This also changes how the maneuver is performed. A damaged AI will not fly as well as an undamaged AI.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:32 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.