Arma 3: AI Skill: Difference between revisions
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{{Feature|Informative|Some information on this page were not confirmed by BIS!}} | |||
[[Category:AI]] | [[Category:AI]] | ||
[[File:AI_skill_and_level.png|thumb|AI skill/level/final skill]] | [[File:AI_skill_and_level.png|thumb|AI skill/level/final skill]] | ||
== AI Skill == | |||
The AI is characterized by a set of [[Arma 3 AI Skill#Sub-Skills|sub-skills]]. The [[skillFinal|final AI skill]] is unfluenced by [[Arma 3 AI Skill#Changing AI Skill|several factors]]. Additionally each sub-skill is then interpolated with the values set in CfgAISkill. | |||
== Changing AI Skill == | |||
=== Players === | |||
[[File:A3_AISkill_Options.jpg|thumb|Difficulty Menu]] | [[File:A3_AISkill_Options.jpg|thumb|Difficulty Menu]] | ||
* As player one can only influence AI skill by changing the global skill settings '''Skill''' and '''Precision'''. One has also the option to choose one of the default '''AI Levels'''. | |||
**Skill: Influences multiple sub-skills related to the AIs "intelligence". If the value is set too low, the AI will be dumb. | |||
**Precision: Influences sub-skilles related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights. | |||
{{Feature|Informative|Changing the AI difficulty settings during a scenario will have no effect until the scenario is restarted.}} | |||
=== Scenario Designers === | |||
[[File:A3_AISkill_EdenEditor.jpg|thumb|Skill setting in [[Eden Editor]]]] | [[File:A3_AISkill_EdenEditor.jpg|thumb|Skill setting in [[Eden Editor]]]] | ||
*A scenario designer has four ways to influence the AI skill. | |||
**By changing the skill slider in [[Eden Editor: Object#Attributes|Eden Editor]] for each individual unit. | |||
**By using functions like [[BIS_fnc_EXP_camp_setSkill]] or [[BIS_fnc_EXP_camp_dynamicAISkill]] to set the skill of multiple AI entities at once. | |||
**By using commands like [[setSkill]]. | |||
**By using the '''Set Skill''' module which allows to change the skill of AI entities for example when a trigger was activated. | |||
==AI Skill | === Modders === | ||
* A modder can influence the AI skill by overwriting [[Arma 3 AI Skill#CfgAISkill|CfgAISkill]]. | |||
=== Server Admins === | |||
* Server admins can change the AI skill by changing the '''aiLevelPreset''' config parameter found in server config. See [[server.armaprofile#Arma_3|Arma 3 Server Profile]] for more information. | |||
== Sub-Skills == | |||
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game. | |||
{| class="wikitable sortable" | |||
|- | |||
! Sub-Skill !! Effect !! Influence | |||
|- | |||
| aimingAccuracy || | |||
* Affects how well the AI can lead a target | * Affects how well the AI can lead a target | ||
* Affects how accurately the AI estimate range and calculates bullet drop | * Affects how accurately the AI estimate range and calculates bullet drop | ||
* Affects how well the AI compensates for weapon dispersion | * Affects how well the AI compensates for weapon dispersion | ||
* Affects how much the AI will know to compensate for recoil | * Affects how much the AI will know to compensate for recoil | ||
* Affects how certain the AI must be about its aim on target before opening fire | * Affects how certain the AI must be about its aim on target before opening fire | ||
|| | |||
* Higher value means the AI can lead a target better | |||
* Higher value means the Ai can estimate range and calculate bullet drop more precicely | |||
* Higher value means the AI can compensate weapon dispersion better | |||
* Higher value means the AI can control the recoil better | |||
* Higher value means the AI needs to now less to open up fire | |||
|- | |||
| aimingSpeed | |||
|| | |||
* Affects how quickly the AI can rotate and stabilize its aim | |||
|| | |||
* Higher value means the AI can rotate and stabilize its aim faster | |||
|- | |||
| commanding | |||
|| | |||
* Affects how quickly recognized targets are shared with the group | |||
|| | |||
* Higher value means the AI can report targets faster | |||
|- | |||
| courage | |||
|| | |||
* Affects unit's subordinates' morale | |||
|| | |||
* Higher value means the AI has got more courage | |||
|- | |||
| endurance | |||
|| | |||
*''Disabled in Arma3'' | |||
|| | |||
* ''Disabled'' | |||
|- | |||
| general | |||
|| | |||
* Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making. | |||
|| | |||
* ? | |||
|- | |||
| reloadSpeed | |||
|| | |||
* Affects the delay between switching or reloading a weapon | |||
|| | |||
* Higher value means the AI can switch or reload weapons faster | |||
|- | |||
| spotDistance | |||
|| | |||
* Affects the AI ability to spot targets within it is visual or audible range | |||
* Affects the accuracy of the information | |||
|| | |||
* Higher value means the AI is better at spotting targets | |||
* Higher value means the AI will collect information about targets more precisely | |||
|- | |||
| spotTime | |||
|| | |||
* Affects how quick the AI react to death, damage or observing an enemy | |||
|| | |||
* Higher value means the AI will react faster to death, damage or enemies | |||
|- | |||
| aimingShake | |||
|| | |||
* Affects how steadily the AI can hold a weapon | |||
|| | |||
* Higher value means the AI will be more precise | |||
|} | |||
== | == CfgAISkill == | ||
CfgAISkill is a set of arrays, related to [[Arma 3 AI Skill#Sub-Skills|Sub-Skills]], defining the interpolation curve of each of the sub-skill. They can be changed by a mod for example. | |||
=== Example === | |||
=== | [[File:CfgAISkill.jpg|thumb|Interpolation with vanilla A3 CfgAISkill]] | ||
In {w, x, y, z} value from (w,y) gets interpolated into (x,z) | |||
=== | *''spotDistance[] = {'''0''', <span style="color: purple;">0.2</span>, '''1''', <span style="color: purple;">0.4</span>};'' | ||
* | **Value in a range '''0-1''' will change into value in a range <span style="color: purple;">0.2-0.4</span>. | ||
*''setSkill ["spotDistance", 0.5]'' | |||
**Results in ''skill "spotDistance"'' returning ''0.3'' | |||
{{Feature|Informative|More than 2 pairs of defining values can be used (minimum is 2 pairs). The values are used to interpolate on run-time, so even after setting sub-skill by script command it will be interpolated and bound by this array.}} | |||
=== | === Defaults for Arma 3 === | ||
==== Table ==== | |||
{| class="wikitable" | |||
|- | |||
! Sub-Skill !! minInputSkillLimit (w) !! resultingSubSkillLowerBoundary (x) !! maxInputSkillLimit (y) !! resultingSubSkillLowerBoundary (z) | |||
|- | |||
| aimingAccuracy || 0 || 0 || 1 || 1 | |||
|- | |||
| aimingShake || 0 || 0 || 1 || 1 | |||
|- | |||
| aimingSpeed || 0 || 0.5 || 1 || 1 | |||
|- | |||
| commanding|| 0 || 0 || 1 || 1 | |||
|- | |||
| courage || 0 || 0 || 1 || 1 | |||
|- | |||
| endurance || 0 || 0 || 1 || 1 | |||
|- | |||
| general || 0 || 0 || 1 || 1 | |||
|- | |||
| reloadSpeed || 0 || 0 || 1 || 1 | |||
|- | |||
| spotDistance || 0 || 0 || 1 || 1 | |||
|- | |||
| spotTime || 0 || 0 || 1 || 1 | |||
|} | |||
=== | ==== Config ==== | ||
<spoiler> | |||
aimingAccuracy[] = {0, 0, 1, 1}; | aimingAccuracy[] = {0, 0, 1, 1}; | ||
aimingShake[] = {0, 0, 1, 1}; | aimingShake[] = {0, 0, 1, 1}; | ||
Line 77: | Line 153: | ||
commanding[] = {0, 0, 1, 1}; | commanding[] = {0, 0, 1, 1}; | ||
courage[] = {0, 0, 1, 1}; | courage[] = {0, 0, 1, 1}; | ||
endurance[] = {0, 0, 1, 1}; | endurance[] = {0, 0, 1, 1}; '''Has been disabled in {{arma3}}''' | ||
general[] = {0, 0, 1, 1}; | general[] = {0, 0, 1, 1}; | ||
reloadSpeed[] = {0, 0, 1, 1}; | reloadSpeed[] = {0, 0, 1, 1}; | ||
spotDistance[] = {0, 0, 1, 1}; | spotDistance[] = {0, 0, 1, 1}; | ||
spotTime[] = {0, 0, 1, 1}; | spotTime[] = {0, 0, 1, 1}; | ||
</spoiler> | |||
== Related Commands == | == Related Commands == | ||
Line 87: | Line 164: | ||
*[[setSkill]] | *[[setSkill]] | ||
*[[skillFinal]] | *[[skillFinal]] | ||
*[[allowFleeing]] | |||
== External Links == | |||
*{{ExternalLink|link= https://forums.bohemia.net/forums/topic/219929-the-mystical-skillfinal-formula-reverse-engineering-it/|text= BIS Forums AI Skill}} | |||
*{{ExternalLink|link= https://forums.bohemia.net/forums/topic/223493-ai-facts-myths-compilation-list/|text= AI Facts & Myths Compilation List}} |
Revision as of 14:25, 26 July 2021
AI Skill
The AI is characterized by a set of sub-skills. The final AI skill is unfluenced by several factors. Additionally each sub-skill is then interpolated with the values set in CfgAISkill.
Changing AI Skill
Players
- As player one can only influence AI skill by changing the global skill settings Skill and Precision. One has also the option to choose one of the default AI Levels.
- Skill: Influences multiple sub-skills related to the AIs "intelligence". If the value is set too low, the AI will be dumb.
- Precision: Influences sub-skilles related to AIs precision. If the value is set too high, the AI will have a super human precision. Lower values result mostly in interesting fire fights.
Scenario Designers
- A scenario designer has four ways to influence the AI skill.
- By changing the skill slider in Eden Editor for each individual unit.
- By using functions like BIS_fnc_EXP_camp_setSkill or BIS_fnc_EXP_camp_dynamicAISkill to set the skill of multiple AI entities at once.
- By using commands like setSkill.
- By using the Set Skill module which allows to change the skill of AI entities for example when a trigger was activated.
Modders
- A modder can influence the AI skill by overwriting CfgAISkill.
Server Admins
- Server admins can change the AI skill by changing the aiLevelPreset config parameter found in server config. See Arma 3 Server Profile for more information.
Sub-Skills
Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.
Sub-Skill | Effect | Influence |
---|---|---|
aimingAccuracy |
|
|
aimingSpeed |
|
|
commanding |
|
|
courage |
|
|
endurance |
|
|
general |
|
|
reloadSpeed |
|
|
spotDistance |
|
|
spotTime |
|
|
aimingShake |
|
|
CfgAISkill
CfgAISkill is a set of arrays, related to Sub-Skills, defining the interpolation curve of each of the sub-skill. They can be changed by a mod for example.
Example
In {w, x, y, z} value from (w,y) gets interpolated into (x,z)
- spotDistance[] = {0, 0.2, 1, 0.4};
- Value in a range 0-1 will change into value in a range 0.2-0.4.
- setSkill ["spotDistance", 0.5]
- Results in skill "spotDistance" returning 0.3
Defaults for Arma 3
Table
Sub-Skill | minInputSkillLimit (w) | resultingSubSkillLowerBoundary (x) | maxInputSkillLimit (y) | resultingSubSkillLowerBoundary (z) |
---|---|---|---|---|
aimingAccuracy | 0 | 0 | 1 | 1 |
aimingShake | 0 | 0 | 1 | 1 |
aimingSpeed | 0 | 0.5 | 1 | 1 |
commanding | 0 | 0 | 1 | 1 |
courage | 0 | 0 | 1 | 1 |
endurance | 0 | 0 | 1 | 1 |
general | 0 | 0 | 1 | 1 |
reloadSpeed | 0 | 0 | 1 | 1 |
spotDistance | 0 | 0 | 1 | 1 |
spotTime | 0 | 0 | 1 | 1 |
Config
aimingAccuracy[] = {0, 0, 1, 1}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0.5, 1, 1}; commanding[] = {0, 0, 1, 1}; courage[] = {0, 0, 1, 1}; endurance[] = {0, 0, 1, 1}; Has been disabled in Arma 3 general[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; spotDistance[] = {0, 0, 1, 1}; spotTime[] = {0, 0, 1, 1};