Yellonet Posted June 23, 2008 Posted June 23, 2008 Yesterday I was watching some TV and came upon a documentary about "combat friction", there were interviews with combat reporters and soldiers and a lot of photo from combat in Afghanistan. Basically it revolved around the human factor in war, mistakes and things that you haven't trained for. One part was about a JDAM being dropped right on the team that gave the pilot the coordinates for the nearby target, lots of friendly guys dead. Another part was about a battle between US infantry and Apaches vs. "the other guys" including interviewes with a couple of Apache pilots about that battle. There had been five or six AH-64's involved in the attack and they'd all been pretty badly shot up from rpg and 30 mm fire when they came back to base they sent two other Apaches back there and the pilots that came back told the ones going out that they should not hover because if they did they were dead. One of the pilots that got these pointers said in the interview that they only trained for firing while hovering and they'd never fired while moving... and once in the battle the piltot had to fire rockets in some manner that they also hadn't done before... almost shot himself down he said because he fired right into the ground... What I'm trying to get to is that humans make mistakes, and when in battle we tend to make even more of them. It would be nice if this also applied to the AI. For example there could be a percentage chance for each shot/missile/bomb that they AI just misses their target, this percentage would be based primarily on how good the AI is.. recruits obvioulsy have a higher percent chance of making mistakes than hardened veterans. This "dice role" could also apply to other actions in the environment, take off, landing, navigation, you name it. Also the breakdown of machines should be simulated for the AI as it is for the human player, a percent chance for certain systems in the vehicle to break down. i7-2600k@4GHz, 8GB, R9 280X 3GB, SSD, HOTAS WH, Pro Flight Combat Pedals, TIR5
monotwix Posted June 23, 2008 Posted June 23, 2008 AI aren't all that professional IMO there is no need for making them any dumber than they are, if any thing for this matter I would like to see them do what they are supposed to do. I know the human being and fish can coexist peacefully.
Shaman Posted June 23, 2008 Posted June 23, 2008 AI already makes a lot of dumb mistakes (LOFC fact) and since they are programmed by humans they logic is limited by ours ;) I get your point though. AI routines takes a lot of CPU power afik, and as long DCS will not support multicores adding more of these "thinkin" routines will cause FPS drop for us end-players. More immersion through AI, or maybe we should stick to better trigger/scripting system, hmm... 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
RedTiger Posted June 23, 2008 Posted June 23, 2008 (edited) Can't make AI dumber than it already is? Maybe, but you can make them make "mistakes". I cite BoB II as my reference. That sim has some of the best AI because the developers specifically focused on the AI -- and they're probably unique in that respect. Rooky AI pilots make mistakes, mistakes that will get them killed. The higher you go, the more expert the AI becomes, but it always remains "human". For example, the AI is always blinded by the sun, just as you are. The AI in that sim is specifically made to try to replicate a human pilot, not just fill a void and provide targets for you to kill. I do not know the specifics but I have a feeling it has to do with the scope of the sim and its single player-only focus. If you have a dynamic campaign that is on such a scale that multiplayer cannot match, you'd better have good AI. There will always be those who say that nothing can compare to flying against a living pilot. This is true, but some things are just out of the scope of what is possible in multiplayer. Once you get into that realm you need good AI. Also, statistically, more people play single player than multiplayer. I cite my readings on Unreal Tournament III for that one. ;) I wish there would be just as much focus on AI in sims as there is on avionics and FM fidelity. Another thing to consider is the popularity of air to ground. Remember the poll we had a while back? Since most people like air to ground, multiplayer for the time being will be mostly co-op against AI. Edited June 23, 2008 by RedTiger
GGTharos Posted June 23, 2008 Posted June 23, 2008 However, ground AI could also use significant improvement ... starting with not driving around a combat zone in a convoy with CBU-friendly spacing :D [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Case Posted June 23, 2008 Posted June 23, 2008 starting with not driving around a combat zone in a convoy with CBU-friendly spacing :D That's an excellent idea, as long as they stay within RBK friendly spacing :music_whistling: 1 There are only 10 types of people in the world: Those who understand binary, and those who don't.
159th_Viper Posted June 23, 2008 Posted June 23, 2008 ... starting with not driving around a combat zone in a convoy with CBU-friendly spacing :D Aye - and not diverting around your Buddy that just got Deep-Sixed and neglected to move his wreck from the road - thus ensuring a steadfast advancement on the Road to Assured Destruction :doh: :D Hell - it would be something to see a Convoy scatter like Suricats from a Raptor the moment that first Vikhr strikes.............unattainable, no? Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
Case Posted June 23, 2008 Posted June 23, 2008 Hell - it would be something to see a Convoy scatter like Suricats from a Raptor the moment that first Vikhr strikes.............unattainable, no? All the more reason to take out multiple unaware vehicles in one go with a cluster bomb instead of alerting your presence by peeling them off one by one with Vikhrs :) There are only 10 types of people in the world: Those who understand binary, and those who don't.
GGTharos Posted June 23, 2008 Posted June 23, 2008 It can be done, but it isn't an easy task because (and this is my assumption here) ED is still working with and modifying the existing AI code which is probably not as flexible as needed. Completely new AI code would be great, but this is probably something for the future. There are many programmatic difficulties in setting up AI to act 'more human' so that each time they scatter, for example, it doesn't look the same, or if they are caught in a narrow pass, they employ some other tactic to get out of the frying pan, etc. You have to start with 'terrain detection and understanding' followed by an appropriate reaction. This is the bare minimum ... now try to make the AI anticipate such things and have some sort of plan ... tricky. :) [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Peyoteros Posted June 23, 2008 Posted June 23, 2008 and now we will have AI humans running around... OMG :D "Eagle Dynamics" - simulating human madness since 1991 [sIGPIC][/sIGPIC] ۞ ۞
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