AI explanation

Discussion about the game and its default mods.
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D2ModPlayer
Posts: 3
Joined: Mon Aug 10, 2020 10:02 am

AI explanation

Post by D2ModPlayer »

I played through the original game (Tiberian Dawn) recently and was chiefly preserving the original gameplay and interface to start. Now I decided to try Open RA because of Skirmish support.

Besides being absolutely trashed by the AI (it is harder than the campaign generally and realize I need to "git gud"), I was wondering if you guys could explain the difference between the different AI names. Are they personalities with different strengths, or or they difficulty levels?

Personally, I see no real meaning to any of the names and why I am asking.

I was really struggling with the changes but I've played enough now to realize the genius of Open RA, so good work overall. I am IMPRESSED!

abcdefg30
Posts: 424
Joined: Mon Aug 18, 2014 6:00 pm

Re: AI explanation

Post by abcdefg30 »

The AIs do differ in a few places, mostly the amount of units they will send in one go (some also might build more air units, or tech faster), but they aren't really that different and it is a bit random how they behave. A rework of our AI code is planned/in the works, but constantly gets delayed due to other issues, so it sadly won't be included in the next release.

D2ModPlayer
Posts: 3
Joined: Mon Aug 10, 2020 10:02 am

Re: AI explanation

Post by D2ModPlayer »

That makes sense. I'd seen other postings that stated they wanted to make actual difficulty modes and have a more clear system all the way back in 2017. The randomness makes sense.

So thanks for the input. :) I'll simply keep playing and try new strategies until I am successful rather than trying to tweak AI. Taking the time to learn the new systems of OpenRA has felt worthwhile. :)

The one lacking feature is interpolation in the graphics (to rid the game of large pixels at closer viewing distance), because making the graphics look good means I can barely see their infantry to kill them. That's the only glaring missing feature I could find. I prefer 1024x768, a max in more limited mods of the game, it has more viewing distance but not too small. However, I also realize in intense battles I can zoom in temporarily, so that'd solve it, a feature Open RA has that other mods don't have. Will take some getting used to, I totally forgot about it when playing.

Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

Re: AI explanation

Post by Ronald »

Are they personalities with different strengths, or or they difficulty levels?
Sharing my own Skirmish experience with the Red Alert mod for OpenRA:
1 - Rush AI: User Land only, Attacks relative quick in small groups of units.
2 - Normal AI: Uses Air, land and Sea units, Attack slower in big groups of units.
3 - Turtle AI: Uses Air, land and Sea units, Attack relatively quick in small groups of units.
4 - Naval AI: Uses Air and Sea only, Attacks relative quick in small groups of units.

Wanna find out /experiment more about the various AI-types?
1. Start 1 (human) vrs 1(AI-bot) on a very small map, for example or "Dual Cold Front"
- "WarWind" --------- https://resource.openra.net/maps/18245/ -- (Land only)
- "Dual Cold Front"--- https://resource.openra.net/maps/27419/ -- (Air, Land and Sea)
Small maps require a different attack / defensive approach then medium / large maps

2. Start 1 (human) vrs 1(AI-bot) on a large maps, for example:
- "Nine Lives ----- https://resource.openra.net/maps/27391/ -- (Land only)
- "Tainted Peak -- https://resource.openra.net/maps/13163/ -- (Air, Land and Sea)
This large maps allow you to get your base defenses up, before the AI-bot knock at you doorstep

D2ModPlayer
Posts: 3
Joined: Mon Aug 10, 2020 10:02 am

Re: AI explanation

Post by D2ModPlayer »

I see, so you are talking about an AI mod for OpenRA, rather than the vanilla OpenRA. I've seen posts about these AI's before, so I guess the modification changes the AI names and makes their function more obvious and deliberate. That's a good idea to do a larger map if being rushed is a problem.

Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

Re: AI explanation

Post by Ronald »

I see, so you are talking about an AI mod for OpenRA, rather than the vanilla OpenRA.
What to you mean by "the vanilla OpenRA" ? Is that mod by someone?

The AI-data I shared in my posting above come straight from the out-of-the-box / unmodified OpenRA version 20200503 (downloaded from here)
https://www.openra.net/download/
I've seen posts about these AI's before, so I guess the modification changes the AI names and makes their function more obvious and deliberate.
I don't know this, since - even today (18-aug-2020) in the official OpenRA Wiki / Github - non human readable / understandable format written (developer-grade / endusers-level) documentation on the various build-in AI's is existing. See my posting about it over here:
viewtopic.php?f=82&t=21241

That is why I choose to start digging into the AI-bot behaviour / control-rules myself. See posting below what i've found out so far.

Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

Re: AI explanation

Post by Ronald »

openra_ai_yaml_file.jpg
openra_ai_yaml_file.jpg (151.69 KiB) Viewed 226 times
All type of (still undocumented) YAML_rules for the various build-in 4 AI-s (Rush / Normal / Turtle / Naval) can be found here in this file.
openra_ai_yaml_file_content.jpg
openra_ai_yaml_file_content.jpg (233.83 KiB) Viewed 226 times
When you open the AI.YAML file in Notepad++ this is what you can see. A kind of structured / multi-layered rule-set" ???

I have already have deciphered certain AI-bot characteristics like:
- AI-bot names
- Properties
- Build orders (how much of which units will a given AI-bot use to attack you)
- The various types of units being used and their maximum amount to be build.
- "Attack blob" size (the number of total-units, which will depart heading your base)

That is all - i have decyphered - for now...

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