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Ramping
up the Artificial Intelligence |
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Part
I |
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Introduction |
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| Immersion
is vital in a simulation. It helps propel a player into a world
where they can forget that they are in a game. Immersion can be
achieved in many ways. Graphics provide the visual cues to help
the player feel part of this artificial world. Sound adds another
important dimension.
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of the most appreciated features of the Falcon series is the
“Artificial Intelligence” -- or AI -- of entities which exist
in the Falcon world. AI is all about the way that everything in
this Virtual Universe acts and reacts to all aspects of the
simulation. It is what helps make the game feel alive. |
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In
these development notes, Lead Pursuit’s Sylvain Gagnon assesses
the changes to the “air” component.
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| Lead
Pursuit has pushed the AI envelope with a multitude of
improvements. These include bug fixes but also the addition of a
much deeper feature set for the AI. This dramatically improves the
way that aircraft interact with other AI planes and human players.
Some of the most interesting are described here.
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Targeting
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AI now target aircraft and vehicles based upon distance and threat.
In an A-A scenario, the AI aircraft will try to determine the
threat by aircraft type, and, from that, the type of weapons it
might be carrying. Tactics will vary according to distance, rather
than at a specific range. The number of available missiles and
number of aircraft is also taken into consideration. The AI is a
lot less likely to get distracted by other enemy units in the area.
“Target of Opportunity” has been restricted to fewer mission
types, such as Sweep and BARCAP. |
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If
they’re launching a Semi-Active Radar Homing missile (SARH),
which requires a constant radar lock from the launching aircraft
to reach the target, the AI will wait until the last moment before
switching to Single Target
Track (STT), an radar mode sounds an alert in the targeted
aircraft’s cockpit, warning of impending attack. The use of
radar on an AI aircraft is also optimized. If they can, they will
use Range While Scan and Track
While Scan where the conditions require.
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they won’t switch to STT at the last minute if the AI determines
that the target aircraft isn’t carrying a Radar Warning Receiver.
This latter condition is determined by target type. |
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Under
Threat
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aircraft will fire a “warning” shot if it feels threatened at
a longer distance to try to throw the bandit into a defensive
position. This will happen, for example, if the aircraft is
outnumbered or doesn’t have an advantage according to aircraft
type. For example, in an F-16 v Mig-21 encounter, the Viper will
not fire a warning shot. But if the AI determines that the threat
is the equivalent of an F-16 or greater (such as a Su-27) they
will shoot first. |
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This
feature adds a lot to the simulation and removes one element of
predictability. There’s no “magic method” for the AI to
determine the type of target it faces, other than using its
onboard sensors which are particular to each type of aircraft or
by means of GCI or AWACS support. |
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If
a target cannot be identified, the AI will use the target’s
current speed and altitude to assess its target. Thus an older
aircraft type will have a tougher time trying to understand what
the threat is compared to the latest fighter with superior systems. |
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firing a missile, the AI will gain altitude to achieve the optimum
range for the weapon. It may also ‘loft’ their missiles. The
AI will “notch” the target after missile launch to keep the
target locked but away at a safer distance. This is important if
the AI is launching a SARH missile. The AI might also “drag” (where
the AI does a 180 degree turn and heads directly away from the
missile) after an ARH missile goes autonomous.
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course, when threatened, all AI flights will react but they’ll
do it in different ways depending on their mission type. Escort
missions will monitor threats to themselves, as well as threats to
the flight they are escorting, and engage them if neccessary. They
will keep pressing them but won’t go chasing after unthreatening
targets, which would leave the flight they are escorting exposed. |
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Sweep
and Intercept type missions will fly aggressively on targets but
vary their tactics based on the scenario. For example, one element
may try to lure the target while the other attacks from a
different angle. |
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Manoeuvres
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we know there are many manoeuvres the AI can make in defensive and
offensive encounters in Falcon
4.0: Allied Force. Before, the AI would tend to “beam” the
missile that had been launched at them. This in itself is not a
bad tactic, but it was done irrespective of distance to the
incoming threat. Now, depending on the range the missile was fired
upon, they will either “beam” or “drag” the missile. The
AI will decide to drag the missile, if it believes that missile
will lose enough energy and speed to prevent the kill. So varying
the type of response makes the mission much more dynamic.
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Switching
lead
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Even
if you’re flying as a wing, your lead might ask you to take his
place if his plane gets damaged and yours is in better condition.
You’ll then get all the responsibility of the lead. Same thing
if you’re already the lead. You can ask your wing (or element
lead) to take your lead. Of course, as the original flight lead,
you can take lead back anytime you want.
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AWACS
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“Vector to threat” request to AWACS will give a reply listing
the most threatening aircraft, rather than the nearest aircraft.
Therefore, it can return a threat of a Mig29 20 nm away instead of
a Mig21 at just 15 nm.
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Conclusion
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In
summary, the air component of the AI has greatly improved the
simulation’s immersion factor, and the player – certainly in
the highest skill rating – will need a clear strategy and
experience to defeat the bandit |
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Part
Two -- the new AI Ground component, is next week. Be sure to check
back. |
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web site and its contents ©2005 Lead Pursuit. All rights
reserved. |
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