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-   -   [WIP] IRAI (Intelligent Random AI) (https://www.subsim.com/radioroom/showthread.php?t=171973)

7thSeal 06-26-11 04:59 PM

Quote:

Originally Posted by LordNeuro"Serbia" (Post 1691673)
Cammmon beta testers report the TheDarkWraith what is working and what not.:up:

They will when its not... this long and no complaints its a sure sign that its working well. :DL

I personally have been honing my skills with BC2 in preps for the new BF expected this fall. OK sink my sub I deserve it lol. But I love first person shooters as well as sims.:)

Targor Avelany 06-26-11 05:33 PM

Quote:

Originally Posted by LordNeuro"Serbia" (Post 1691673)
Cammmon beta testers report the TheDarkWraith what is working and what not. I think it is a list u cann do for man giving his free time too make r game beter. I hope u will resive all u need to finish thise mod and relised as final version. I think it is a gr8 and must have addon for the game. I m curently using v0.3 and for the first time in game i have a fight with the planes. It is awsome. Keep up the gr8 work.:up:

The testing and feedback are being sent, no worries. I'm sure that the irai is getting attention and TDW getting information he requires. There is a lot of people who are very interested and anticipating this release.

Though I think a word from a modded himself would be better, as I am just speculating, while he knows exactly :)

TheDarkWraith 06-26-11 06:21 PM

Quote:

Originally Posted by Targor Avelany (Post 1691860)
The testing and feedback are being sent, no worries. I'm sure that the irai is getting attention and TDW getting information he requires. There is a lot of people who are very interested and anticipating this release.

Though I think a word from a modded himself would be better, as I am just speculating, while he knows exactly :)

So far you are the only one giving me feedback.

All those people who cried saying the AI could find them with pinpoint precision are the ones I'm expecting feedback from. No news is not good news. I'll let this 'test' go on for a little longer and then I'll determine what the AI will do since hardly anyone wants to put their input into it. No one can complain that the AI does this or doesn't do this since you had a chance to speak up.

THE_MASK 06-26-11 09:29 PM

Mods installed
U-Boat_War_Ace(not-AI)
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_6_0_Real_Navigation
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_1_0_0_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
SUB_hyd_fix_SH5
Depth_Keeping_Problem_TheDarkWraith


Well so far my sub verses the escort . It might as well be versus human because it feels pretty real , how the escort should behave . The escort doesnt drop Dc on me with pinpoint accuracy . I can see that with 1 escort i can have a chance to escape , but not always . It is completely random weather i will survive 10 minutes or 10 hours . I could see that with 2 or more escorts life gets tough in a sub with this AI .

stoianm 06-27-11 06:04 AM

i am not at my computer ... when i will have the chance i will be glad to test:up:

TheDarkWraith 06-27-11 08:48 AM

Quote:

Originally Posted by sober (Post 1691998)
Well so far my sub verses the escort . It might as well be versus human because it feels pretty real , how the escort should behave . The escort doesnt drop Dc on me with pinpoint accuracy . I can see that with 1 escort i can have a chance to escape , but not always . It is completely random weather i will survive 10 minutes or 10 hours . I could see that with 2 or more escorts life gets tough in a sub with this AI .

Did you fire torpedoes on the escort while remaining undetected? If so, how was the search pattern used by the AI to try and find where the torpedoes came from? Does it need revision? I've had some feedback that I need to revise that search pattern so they are a little more 'precise'.

HanSolo78 06-27-11 10:27 AM

I made a small mission to test the sub ai.. one german merchant vs. an unidine ai sub. the sub was underwater and made an attack onto the merchant.
all torpedoes missed... (90° angle) then the sub itself was not sure if it should track the merchant any longer... turned towards the merchant.. turned away.. steered a circle.. then after some km away app. 3km the sub turned towards the merchant again and started following it.

It would be great if subs could make several attacks runs... with surfacing... get into position... diving .. make attack run.. or fire with deck guns.
But I assume that is a long way to go!?

Targor Avelany 06-27-11 11:16 AM

Quote:

Originally Posted by sober (Post 1691998)
Mods installed
U-Boat_War_Ace(not-AI)
FX_Update_0_0_16_2_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_6_0_Real_Navigation
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_1_0_0_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
SUB_hyd_fix_SH5
Depth_Keeping_Problem_TheDarkWraith


Well so far my sub verses the escort . It might as well be versus human because it feels pretty real , how the escort should behave . The escort doesnt drop Dc on me with pinpoint accuracy . I can see that with 1 escort i can have a chance to escape , but not always . It is completely random weather i will survive 10 minutes or 10 hours . I could see that with 2 or more escorts life gets tough in a sub with this AI .

Interesting... I have a completely different experience. Will have to test more.

hsj45 06-27-11 03:33 PM

Do this mod make the ships and planes better in a campaign.

TheDarkWraith 06-27-11 03:43 PM

Quote:

Originally Posted by hsj45 (Post 1692634)
Do this mod make the ships and planes better in a campaign.

This mod affects the AI period. Doesn't matter if it's historic mission or campaign they will behave according to how the mod defines them.

hsj45 06-27-11 03:50 PM

Thanks for the info TheDarkWraith ill try it.:salute:

TheDarkWraith 06-27-11 03:51 PM

Quote:

Originally Posted by HanSolo78 (Post 1692291)
I made a small mission to test the sub ai.. one german merchant vs. an unidine ai sub. the sub was underwater and made an attack onto the merchant.
all torpedoes missed... (90° angle) then the sub itself was not sure if it should track the merchant any longer... turned towards the merchant.. turned away.. steered a circle.. then after some km away app. 3km the sub turned towards the merchant again and started following it.

It would be great if subs could make several attacks runs... with surfacing... get into position... diving .. make attack run.. or fire with deck guns.
But I assume that is a long way to go!?

Due to the sub AI being very 'dumb' I keep them protected from harm by keeping them submerged unless it's absolutely safe to surface.
This turning towards merchant, turning away, etc. is due to the AI sub trying to get into firing position to fire torps. Yes it looks dumb but that's the only way, so far, I can get them to attack reliably.
The steering of a circle is due to being too close to the contact. It does a circle to try and put some distance between it and the target. It's not allowed to fire torps unless the distance between it and target is > 400m.
I find it strange that it went to 3km before it decided to turn and attack the target again. That behavior I would expect with a warship but not a merchant.
Can you send me that single mission so I can test it and see what the AI is 'thinking' in-game?

As far as firing guns, I can't get them to fire guns. I think it's because they are using the same gun as the player and thus it has to be manned before you can fire it. I haven't found a way to get the AI to man the gun. Next thing I have to try is giving them a different deckgun. Maybe a clone of another ship's gun that can fire without crew might do the trick.

TheDarkWraith 06-27-11 03:52 PM

Quote:

Originally Posted by hsj45 (Post 1692656)
Thanks for the info TheDarkWraith ill try it.:salute:

You do not want to use v1.0.0 as of now. It is for testing of single unit AI currently. Once the single unit AI is behaving as expected then I'll write the convoy and group AI as they rely on the single unit AI.

TheDarkWraith 06-27-11 03:53 PM

Quote:

Originally Posted by Targor Avelany (Post 1692331)
Interesting... I have a completely different experience. Will have to test more.

That is the best part of IRAI. You will never have the same experience :D The AI is totally random which is how it should be.

THE_MASK 06-27-11 04:34 PM

The escort followed the torps general direction , but not exact . The search patten is perfect for 1 escort i think . It just seems real . What i like about this version is that with 1 escort its a game of skill and luck combined .


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