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-   -   AI Wolfpacks? (https://www.subsim.com/radioroom/showthread.php?t=155281)

h.sie 08-24-09 06:43 AM

The good old Aces of the Deep showed that it could not be so hard to program Ai-wolfpacks.

The gameplay of Aces and the graphics of SH3/4 and no bugs , that would be the ideal game for me.

JU_88 08-24-09 07:31 AM

One more thing, for those players who are concerned that AI Uboats (Wolfpacks) will steal or deprive them of there kills, just consider this:

On the flip side, while the escorts are off depth charging an AI uboat - 3 km way, they will leave YOU to attack the unattended merchents while they are otherwise occupied. Not to mention that the AI Uboats might also take out an escort or two for themselves...:DL

Think possitive!

hachiman 08-24-09 07:33 AM

If we beg, plead, harass, threaten, and then cut open our bellies then perhaps they might add this feature. :)

Arclight 08-24-09 07:44 AM

Quote:

Originally Posted by JU_88 (Post 1157638)
Dont matter if the Ai subs 'cheat' to determine depth,
The Escort/merchent AI cheats all the time anyway,
One example is that they can see you though land mass, and look at the speed at which they can 'stop' or accelarate when they need to avoid collision :)
Anyone remember the AIs 'Vampire vision' at night?

It doesn't need to be perfect, just so long as its THERE and works to a reasonable level.
- if need be modders can tweak it.

Id rather have AI subs that crash in to the ocean floor at shallow depths - than none at all.
At least you will get to see them working properly far out to sea (where the player will mostly be operating anyway.)

Alright. Its the perfectionist in me that drives me to expect perfection. When scripting an airstrike in Arma for example, I dont spawn a plane in mid-air, have it fly over the target and then spawn a bomb on target. I put a plane in the mission at an airstrip, have it take off and make an actual bombing run at the target. Sure, its the end result that matters, but I dont consider shortcuts and AI cheating a good approach to solving a problem.

Better something flawed that works than something perfect that doesnt, I guess. :hmmm:

JU_88 08-24-09 07:55 AM

Quote:

Originally Posted by Arclight (Post 1157671)
Alright. Its the perfectionist in me that drives me to expect perfection. When scripting an airstrike in Arma for example, I dont spawn a plane in mid-air, have it fly over the target and then spawn a bomb on target. I put a plane in the mission at an airstrip, have it take off and make an actual bombing run at the target. Sure, its the end result that matters, but I dont consider shortcuts and AI cheating a good approach to solving a problem.

Better something flawed that works than something perfect that doesnt, I guess. :hmmm:

Ah cool, your an ArmA man, Respect!:salute:
I just finished the Harvest red Campaign in ArmA II, buggy as hell but the Manhatten mission was awesome, hope they patch it up properly though:D

Sorry for going OT....

Lanzfeld 08-24-09 08:15 AM

Quote:

Originally Posted by Mittelwaechter (Post 1157406)
Do these AI Uboats have to 'exist'?

The imagination would be good enough for me.

Let the AI radio a convoy and when I'm close and in position I send my ok and the wolfpack leader orders to attack.

Or I radio the convoy position and have to shadow it. After a while I get response of two comrades at the other side of the convoy to be in position and I start the attack.

The convoy has some random chosen ships with 'torpedo damage function' - they'll be hit by 'magnetic eels of the imaginary comrades'.
Two DDs leave the screen and start to DC an area somewhere on the other side of the convoy...

I even scripted a single player mission like that (U42 Wolfpack) back in 2005. :DL

This idea sounds the best to me. Why tax the system with complex A.I. when the end result (distracted DD's) is what we want?

Really.....and the response about imagination I dont think fits here because as a U-boat captain I would never really see or physically interact with my fellow U-boats in a wolfpack. All I am interested in is that there is SOME way to distract a portion of the screen so I can find a hole to attack. With respect to programming investment this makes the most sense to me.

JU_88 08-24-09 08:30 AM

Quote:

Originally Posted by Lanzfeld (Post 1157691)
This idea sounds the best to me. Why tax the system with complex A.I. when the end result (distracted DD's) is what we want?

Really.....and the response about imagination I dont think fits here because as a U-boat captain I would never really see or physically interact with my fellow U-boats in a wolfpack. All I am interested in is that there is SOME way to distract a portion of the screen so I can find a hole to attack. With respect to programming investment this makes the most sense to me.

Well, i disagree (of course)
I gotta say that on the face of it, this sounds like it would actually be just as complicated as just giving some AI routines to Submarines - yet it would be no where near as good.:oops:

Might as well port the Virtual torpeedo mod instead, I feel that would actually offer better solution than the above suggestion - sorry. ;)

difool2 08-24-09 09:09 AM

Quote:

Originally Posted by Arclight (Post 1157567)
Problem is depth-sounding is done with active sonar. An AI sub taking a depth reading regularly would alert any escorts in the area. ;)

I think it's a more realistic expectation to have wolfpacks in multiplayer only, I just don't think any AI is capable of effectively commanding a sub. :hmmm:

I never played AOTD, but if that game, 15 years or so old now, could do something passable in that area no reason why Ubi couldn't do it now.

Let's see, basic functions needed for an effective sub AI:

1. Determine the safe maximum diving depth (as determined by the local depth as well as the sub's crush depth)-despite all the concerns put forth in this thread should be a piece of cake.

2. Determine when to dive (attacked by enemy-later in the war staying submerged and snorting occasionally to avoid planes).

3. Have several attack plans in place to choose from, depending on enemy force composition. This is likely the trickiest, as they would have to be "taught" how to infiltrate an escort screen, not something which is easy and obvious to do. Would include night surface attack functionality as well as using the deck gun vs. defenseless ships.

4. Firing torps accurately. Since this is mainly all about number crunching, should be easy to do. Includes deciding on salvo size. Perhaps, to compensate for #3, they (at least some 'ace' boats) can be super accurate, allowing shots from farther away (i.e. outside the screen).

5. Minor things, like knowing when you are bingo on fuel and have to RTB. If actually part of a wolfpack, knowing your place in the picket line as per BDU's orders.

Compared to the AI needed for like flight sims and such, I don't see anything which would be a bear to code, with like I said the possible exception of #3.

SubV 08-24-09 10:16 AM

People, try to be realistic. Creating such complex A.I. as one that needs to control the wolfpack submarine _properly_ -- seem to be a very hard (impossible?) task. Such algorithm must act like a human mind in many cases.

I'll be more than glad if developers implement an imitation of wolfpack activity (random radio broadcasts, chance to meet a vessel that was damaged by another u-boat, etc).

JU_88 08-24-09 10:37 AM

Me thinks we need stop comparing a Uboat under AI control to that of one under Human control.
We know its not going to be the same.
But it is workable and its is not unrealistic to expect a sub to be able to attack something.
Yes, expecting it shaddow a convoy and co-ordinate properly would be a lot to expect - I agree
But not for it to simply shoot at a target and then 'evade' that is all.

It is better than nothing, and better than so called 'imaginary wolfpacks' (*shudders in horror at the thought*)
It would also allow for encounters with enemy subs which would be a nice bonus.

We are not asking for the moon on stick here.

Jimbuna 08-24-09 10:43 AM

Quote:

But not for it to simply shoot at a target and then 'evade' that is all.
I'd certainly settle for that http://www.psionguild.org/forums/ima...s/thumbsup.gif

mookiemookie 08-24-09 10:48 AM

Quote:

Originally Posted by SubV (Post 1157753)
People, try to be realistic. Creating such complex A.I. as one that needs to control the wolfpack submarine _properly_ -- seem to be a very hard (impossible?) task. Such algorithm must act like a human mind in many cases.

I'll be more than glad if developers implement an imitation of wolfpack activity (random radio broadcasts, chance to meet a vessel that was damaged by another u-boat, etc).

Why? Why would it be so hard? All it is is setting up a few "If/Then" rules.

"If a DD closes to within 5000 meters, dive"

"If a merchant ship is within 3000 meters and gyroangle is between 345 and 15, shoot"

"If DD begins attack, dive to 150 meters and go silent"

Not hard.

SubV 08-24-09 11:06 AM

Quote:

Originally Posted by mookiemookie (Post 1157781)
Why? Why would it be so hard? All it is is setting up a few "If/Then" rules.

"If a DD closes to within 5000 meters, dive"

"If a merchant ship is within 3000 meters and gyroangle is between 345 and 15, shoot"

"If DD begins attack, dive to 150 meters and go silent"

Not hard.

Ok. Now imagine a real combat when many things occur simultaneously.

"If one DD is within 5000 meters and second at 3500, beginning a search pattern. Enemy air units were spotted, all the merchant ships are performing evade manouevers. Third DD is just above, initiating a depth charge attack".

Then?

TH0R 08-24-09 11:23 AM

Quote:

Originally Posted by SubV (Post 1157802)
Ok. Now imagine a real combat when many things occur simultaneously.

"If one DD is within 5000 meters and second at 3500, beginning a search pattern. Enemy air units were spotted, all the merchant ships are performing evade manouevers. Third DD is just above, initiating a depth charge attack".

Then?

I don't follow...?

This all can be moded and to a very good extent. The question is will devs have the time and resources.


IMHO, Atlantic theater without wolfpacks is an insult. This thing has put me off SHIII.

mookiemookie 08-24-09 11:31 AM

Quote:

Originally Posted by SubV (Post 1157802)
Ok. Now imagine a real combat when many things occur simultaneously.

"If one DD is within 5000 meters and second at 3500, beginning a search pattern. Enemy air units were spotted, all the merchant ships are performing evade manouevers. Third DD is just above, initiating a depth charge attack".

Then?

Simple - prioritize rules by whatever presents the most danger at that point in time. In this case, the attacking DD.


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