Smarter AI

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rvseydlitz
Posts: 172
Joined: Wed May 09, 2012 12:52 pm

Smarter AI

Post by rvseydlitz »

There was a thread here before about a more intelligent AI called Aries. That does not seem to work well under current version
.
Does anyone know any clues for Lua to for example, make aircraft cautious about entering known SAM areas?
thewood1
Posts: 9930
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Location: Boston

Re: Smarter AI

Post by thewood1 »

I'm curious what you mean by cautious. How would you define the actions of a cautious unit in CMO terms?
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blu3s
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Re: Smarter AI

Post by blu3s »

For example, you can create no-nav zones around this SAM units with Lua (once a SAM is spotted create a new no nav area around the SAM)

Or you can create another area far away the SAM to fly at low altitude to not be detected.
Parel803
Posts: 932
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: Smarter AI

Post by Parel803 »

Good morning,

Maybe a Special action with detected SAM as center and a range via 2 input boxes? I see if that is something I can figure out this weekend.

best regards GJ
rvseydlitz
Posts: 172
Joined: Wed May 09, 2012 12:52 pm

Re: Smarter AI

Post by rvseydlitz »

The no-nav zone idea works. However it seems to require micro,-nanaging in scenedit mode and switching sides.
What I'm looking for is a way to make AI Controlled.air, especially, be able to analyze a threat.
.and react to it. Come in low against some SAMs, avoid others entirely, and come in high against systems that cannot reach high.
Currently all aircraft come in at the same high altitude or at the low altitude if the player inputs it, and just casually fly into range of SAMs unless the player steps in.
There are naval SAMs for example which cannot reach a plane flying above 20k as a player in that case, I come in almost right over the target before releasing ordinance, which only allows a couple seconds for them to fire at the GBU...but AI control doesn't take SAM parameters into consideration and rekeases from max distance alowing thr SAMs more engagement cycles.

Just in short, I meant a way both offensively and defensively to make the AI analyze air defenses in a way comparable to a human
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blu3s
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Re: Smarter AI

Post by blu3s »

As said, this can be done via Lua, using events so when the AI side detects a SAM it creates a No Nav zone around the SAM, no needed to switch sides or anything like that

Tha WRA range from SAMs can be changed via Lua or via the Doctrine window, it's a scenario desginer issue.
rvseydlitz
Posts: 172
Joined: Wed May 09, 2012 12:52 pm

Re: Smarter AI

Post by rvseydlitz »

blu3s wrote: Tue Nov 14, 2023 7:58 am As said, this can be done via Lua, using events so when the AI side detects a SAM it creates a No Nav zone around the SAM, no needed to switch sides or anything like that

Tha WRA range from SAMs can be changed via Lua or via the Doctrine window, it's a scenario desginer issue.
My original question was asking if anyone has a clue "how" and then I further amplified that question with more examples of what I'm looking for AS a scenario designer.
A no-nav zone is a good idea for certain...but I suppose to further amplify...in looking for a way for AI controlled aircraft to analyze the TYPE of SAM and react accordingly...using it's weakspirs, avoiding it's strength...a long the lines of "OKthis is a Roland...stay high and it can't reach me" instead of wcadinf low into its engagement envelope,..etc
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blu3s
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Re: Smarter AI

Post by blu3s »

Yes, my answer is to be implemented in the AI side as scenario designer. You can have a decision tree when you classify a SAM and act accordingly. You will need different type of behaviors scripted
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