Author Topic: AI bomber formations in FSO  (Read 3394 times)

Offline Devil 505

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Re: AI bomber formations in FSO
« Reply #15 on: July 02, 2020, 04:33:18 PM »
It never seemed that way to me from escorting them in the Fortress Europe missions.  :D

To some extent, the concentration of AI defensive fire can be adjusted in the mission definition. 

Is that your only concern?

It seemed to me that most pilots attacking the bombers were critically damaged after one or two passes. It also only seemed like only in the practice frames with late war planes did the Luftwaffe pilots have success downing a significant number of bombers.

There are many individual problems with the AI bombers, I doubt that all of them can be corrected to where their survival and kill rates mirror the average survival and kill rates for player bombers.

1. The AI formations were packed much tighter than a group of player flown formations.
2. The guns are too accurate at long range. Most of the times I was knocked out was from a range of about 1000 yards and even farther.

This next issue I have not witnessed in a Fortress Europe but I did witness in AI testing in the AvA. I question if it has been fixed.

3. Bombers with missing wings continued to fly straight and level after losing wings for a significant time and could still provide accurate defensive fire until final destruction.

There is also the issues in how to implement the the AI bombers. Are they going to replace player flown bombers or just supplement a player flown force?

How many AI formations will be used? I see it as being way too easy in going overboard on their numbers. Especially since it's easy for a designer to think that because an event historically had hundreds of bombers participating that a few dozen sets should be fine. For example, the last Fortress Europe event had 43 formations of bombers, 37 of which were AI. That is way too many for any event to be properly playable.

In FSO, a 20 player formation it is almost too many to handle for a defense. The typical engagement at a single objective is with forces of 30 players a side. A designer still needs to work from a base point of having 10-16 formations if he has any hope of having a balanced event - and that's assuming that the AI can be dialed into the suriviability and lethality of average human players.

I also question how effective the AI bombers are at actually hitting their targets. They can't be told to bomb specific structures at a base. A town is too small to provide enough targets for 12-16 formations as only a handful of planes will do the job. I've seen too many bad events rely on defenders needing a ridiculous number of bomber kills to break even on points. Using AI bombers seems to be inviting that sort of disaster. So I only see AI being useful for attacks on strats and cities.

I personally don't see much upside in having them, but I'd be willing to try it out under the right circumstances.
 
« Last Edit: July 02, 2020, 04:35:03 PM by Devil 505 »
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Offline AKKuya

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Re: AI bomber formations in FSO
« Reply #16 on: July 02, 2020, 04:35:09 PM »
I believe in the AI bomber asset for Special Events.

1) They are best as decoys.
2) Defenders see bases flash for recon assignment.
3) Defenders have to ascertain whether the strike group is player or AI.
4) Defenders have to choose to attack AI or resume hunting for player strike group.

I also believe on keeping them attacking only non valid targets.  AI targets can be close to player assigned valid targets.

Defenders have the option to keep a recon bird trailing the group for T + 60 action once the player strike groups have hit the valid targets.
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Offline CptTrips

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Re: AI bomber formations in FSO
« Reply #17 on: July 02, 2020, 05:18:37 PM »

I'll just throw in some thoughts based on my knowledge of the mission system. I'm not involved with this.  I helped Nefarious setup some of the initial FE test missions, but he is is fully in the saddle and making his own missions now.   This is his baby, but I'll just offer $0.02.

1.  It is almost certainly true the AI formations are tighter than a formation of humans.
We based the formation and spacing to the best of our ability from historical information, but it is probably true that was an overly perfect ideal that real life pilots never attained either.

It would take work, but those formations can be shape spacing anyway that is decide.

2.  Yeah.  I was only at some of those early FE missions.  Not all of it has to do with the AI.  A lot of the differences in results had to do with when and where the LW were allowed to airspawn.  But no doubt, there proper balancing of variables would be necessary. 

Just for background info....

The definition for the AI flight of bombers has a variable, that if I understood correctly, essentially defines the angle of the cone of dispersion of their fire.  You can set it small and they might not hit you as often, but when they do you are getting sliced by a laser beam. You can set it larger and they probably have better odds of pinging you, but you are less likely to get sliced in half.

The min and max of this value can be set between 0 and 15.  If you set a range, each AI bomber is given a random selection from that range.  So the wider the range the more variability between bombers.  I can't remember what we used in the early FE missions.  Something like 3-7. 

We did some testing ourselves in a Custom Arena and just picked what felt reasonable.  There is a fair bit of adjustment possible there though.  Of course  a lot of what I saw in the first FE missions were individual attackers zooming in alone and facing the combine fire alone.  Of course that isn't going to turn out well.  The importance of teamwork is that it gives the enemy someone else to shoot at.  If there was interest, some tests could be setup and try different accuracy values to pick something that felt fair.  We just had to make our best guess.  But it should be a test with 3 or 4 simultaneous attackers to be meaningful, IMHO.

3.  I hadn't seen that behavior.  Maybe Nefarious has.  It may have been fixed.  It may be avoided because we do our formations in a unique way where we are not using the standard HTC flight/drone model.  I suspect that may have been drone behavior which we are avoiding.  I dunno about that one. 

 4.  That's Nef's call, but I'd agree that it seems reasonable to balance the number of bombers to the number of interceptors.  That may not have always occurred in the early FE missions because we were intentionally trying to push the envelope and see what the maximum number of AI bombers we could use.  We were trying to find our edge conditions. 

It's a lot easier to remove bombers than it was to add them.  So formation can be designed large to have as a reusable resource, and then trimmed down as needed for a particular case.

5.  The effectiveness of the bombers will be a function of how many you have in the formation and how tight the formation is.  They drop in formation, so you can get a visual impression of the dispersion by doing a in air fly by.   Actual impact dispersion will be even more dispersed than the formation due to random  aerodynamic effects on the falling ord.   I could run a test and take a screenshot of various impact patterns.

6.  I don't have an opinion on the desirability of including them in your FSO.  I am just a technical consultant. ;)


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Offline swareiam

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Re: AI bomber formations in FSO
« Reply #18 on: July 02, 2020, 05:28:54 PM »
Unless we harness the resource that AI bombers presents, we may never have another DGS. We're going to need to embrace the concept and see what it can offer. We want more scenarios and FSOs that are bomber missions with escorts. AI is how we make those events epic.

Come on over the water is and will be fine...
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Offline AKKuya

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Re: AI bomber formations in FSO
« Reply #19 on: July 02, 2020, 07:26:35 PM »
For EW setups, imagine 50 sets of Bostons or Ju-88s.  FSO Frame Objectives has all Allied and Axis strictly in fighters.  One part of a Frame Objective is to escort the AI bombers to target.

Players don't have to complain about flying death traps no more.  The AI takes the burden of poorly defendable bombers. 

The same can go to the Pacific setups with D3A1s, B5N2s, TBMs and SBDs when strictly in torpedo and dive bombing mode.

Imagination is the blueprint.  Adaptability is on us.

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Offline Spikes

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Re: AI bomber formations in FSO
« Reply #20 on: July 02, 2020, 07:39:00 PM »
Some thoughts on AI:

I'd prefer it to be used in a supplemental form rather than a principal form.

I personally am 100% against AI as I do not think it is necessary at this point in time. Bomber duty is something that FSO squads have endured for nearly 15 years.

AI should be treated as 'auto guns' in an event. Nobody enjoys being shot down or taken out of the fight by manned guns or auto ack, which is why we disable manned ack and set auto ack to a very low damage level (.3 is generally the norm).

I personally would find no enjoyment in finding a large formation of bombers and shooting at them, knowing there are not human players on the other end.

They're pretty, they look cool to dive in on, but are a huge turn-off for the realism enthusiast who plays the game for PvP.
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Offline CptTrips

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Re: AI bomber formations in FSO
« Reply #21 on: July 02, 2020, 08:35:11 PM »
I personally would find no enjoyment in finding a large formation of bombers and shooting at them, knowing there are not human players on the other end.

They're pretty, they look cool to dive in on, but are a huge turn-off for the realism enthusiast who plays the game for PvP.

I get what you are saying.  I told Nefarious on the first day he asked me to help him get the AI set up for FE, that is the reaction he was most likely going to find in the community.
I don't fly the FSO so it doesn't much matter to me, but let me play Devil's Advocate just to advance the discussion.

First, at least in FE it wasn't all AI.  Does it make a difference that some of them are human pilots, you just don't know which ones?

Second, at least in FE, as humans bomber pilots were shot down, Nefarious was inserting them in to take over AI bombers in flight.  Replacing AI with humans.  So as the mission progressed, a higher and higher percentage of the formation was human.  At some point all the remaining bombers might be human.  Does that make a difference?


When you intercept a human bomber pilot, do you find it unacceptable that not every gun position on the bomber is manned by a human?  The other guns are a form of AI being guided by the actions of the human gunner.  Should only the one gun the human is occupying be the only one allowed to shoot?  Those AI gunners are augmenting the human gunner the same way the AI bombers would augment the human bomber pilots. 

I don't know if they allow formations in FSO, but would it be unacceptable that in a 3 plane formation, only one of those bombers at a time is piloted by a human.  The FE AI formations are just an extension of that pattern.  A formation of bombers, some human piloted, others AI piloted.  As you destroy bombers, the human keeps moving to another bomber until the last bomber is only human.  If that is acceptable for a 2 AI: 1 human formation, couldn't it be acceptable for a 20 AI: 6 human formation?  As you whittle it down it becomes a higher percentage human formation over time.   

When a human bomber drops eggs on a factory, does it matter those are only unpopulated  objects and there are no players in those structures they are destroying?  Or are they merely a target resource they attempting to reach and destroy while human interceptors attempt to stop them?  Could the AI bombers be seen the same way a human bomber pilot see's the factory buildings?  Merely a target resource you are trying to reach and destroy while human escorts try and stop you?


Just morsels of food for thought.

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Offline swareiam

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Re: AI bomber formations in FSO
« Reply #22 on: July 02, 2020, 08:50:56 PM »
Some thoughts on AI:

I'd prefer it to be used in a supplemental form rather than a principal form.

I personally am 100% against AI as I do not think it is necessary at this point in time. Bomber duty is something that FSO squads have endured for nearly 15 years.

AI should be treated as 'auto guns' in an event. Nobody enjoys being shot down or taken out of the fight by manned guns or auto ack, which is why we disable manned ack and set auto ack to a very low damage level (.3 is generally the norm).

I personally would find no enjoyment in finding a large formation of bombers and shooting at them, knowing there are not human players on the other end.

They're pretty, they look cool to dive in on, but are a huge turn-off for the realism enthusiast who plays the game for PvP.

Spikes,

You used the word "endured". Did you mean to use that word?

Endured means that I have to sit in that crate and look down the bomb sight while I hear bullets raddling through my wings and fuselage. OH CRAP! I'm on fire. OH CRAP! I'm in the tower. Nights over...

We can begin to end that with AI in certain events. Who cares whose in the bomber you just blew up.

AI has always been the future and the future is now here.
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Offline LCADolby

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Re: AI bomber formations in FSO
« Reply #23 on: July 03, 2020, 12:20:40 AM »
AI I',m not convinced.. ruined the Fortress Europe event I took part in.

The challenge and attraction of AcesHigh is combat against human opposition, and I would expect the reason people pay a subscription or forego other entertainment for SE/FSO.

You can't play mind games with or spook one's and zero's into mistakes or self preservation, there's no soul in it.

FSO appeared to be headed in the right direction, AI implementation is not going to be a step forward the more I think about it.
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Offline trap78

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Re: AI bomber formations in FSO
« Reply #24 on: July 03, 2020, 12:00:53 PM »
I think it would be worth an "experiment" with feedback through the process.  Then decide if it is something worth adding in 2021 designs.

This makes sense to me. With some type of limited usage in actual events and useful feedback, perhaps HT could be persuaded to further develope the AI so that they could add something worthwhile to the events.

Offline CptTrips

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Re: AI bomber formations in FSO
« Reply #25 on: July 04, 2020, 08:08:51 PM »
Just to fill in some of the questions brought up...

I altered one of the formations to spread it out more.  It is a 12 plane formation.  Dropping from 20k with that formation, here is what the impact dispersion looked like:



The white cross-hair is what I set as the target.  About 3-4 bombs hit the hangar but don't show as craters.


Wiley, Devil505, (or any one else interested), I just uploaded an offline mission with the more spread out formation, and I set the gunnery to it's lowest settings.  There will also be some AI interceptors to help share the defensive fire.  Would you mind giving this a try and tell me if the fire is still too accurate?  I think it is too low accuracy, but I want you to see the adjustment range available to give you an idea.

You'll want to pick the first flight of 109G6 or 190-5 so you put close to the bombers right away.  The g6 have gondolas.  The AI interceptors are pretty stupid, but they help draw off some fire. 

Look for "Easier Bomber Intercept" in Offline Mission.

Let me know what you think, please.

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Offline Devil 505

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Re: AI bomber formations in FSO
« Reply #26 on: July 04, 2020, 09:45:53 PM »
I flew it 3 times.

Against 12 solo bombers I was able to make 8 passes before the AI fighters killed all the bombers. I would kill 2 on average with 2-3 more assists.

I would receive a hit from defensive fire (hit noise played) once per attack at least 6 times per mission - usually only one hit though. I would lose a part about half the time I took a hit. Based on the tracers from the bombers and assuming that I was indeed only being hit every time the hit noise was played, there were hundreds of near misses. It looked like I should have been hit many more times than I apparently was.

Other observations:

1: I shot the right wing off a B-17. It immediately lost control and stopped firing it's guns.
2: I set a B-17 on fire. It continued shooting until it exploded.
3: A single bomber could fire in multiple directions at the same time.
4: Bombers did not always fire at the closest enemy. I was being shot at by a bomber across the formation while closer bombers were not firing.
5: Bombers would occasionally fire in directions where no enemies were.
6: Bombers opened up firing at a wide variance of ranges. I observed as far as 2.5K and as close as 800 yards.  Most of the time it was about 1.5K.

 
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Offline CptTrips

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Re: AI bomber formations in FSO
« Reply #27 on: July 04, 2020, 10:45:14 PM »
3: A single bomber could fire in multiple directions at the same time.
4: Bombers did not always fire at the closest enemy. I was being shot at by a bomber across the formation while closer bombers were not firing.
5: Bombers would occasionally fire in directions where no enemies were.
6: Bombers opened up firing at a wide variance of ranges. I observed as far as 2.5K and as close as 800 yards.  Most of the time it was about 1.5K.

We've seen some of that odd shooting off into space.  They are just jumpy I guess. ;)

I can create the size and shape of the formation and adjust the dispersion of the firing cone.  That is pretty much all I can control other than some flight dynamics.

So previously you said the AI defensive fire was too strong.  Did it still seem too strong with those settings and that formation?

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Offline Devil 505

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Re: AI bomber formations in FSO
« Reply #28 on: July 04, 2020, 11:10:47 PM »
Hard to say if what you have is any better. I was attacking 12 solo bombers. In Fortress Europe I was attacking 43 sets of bombers.

I was losing a part every 2 passes against 12 bombers but could stay in the fight. In FE I was either dead or near death after 2 passes. From what I saw by tracer fire in your test mission, I should have been dead or dying.

In either case, it is far more dangerous than attacking a formation of 12 player controlled sets. That is bad.

If a designer wants an event to have AI, the bots should not ever be on average better than a player.
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Offline CptTrips

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Re: AI bomber formations in FSO
« Reply #29 on: July 04, 2020, 11:50:52 PM »
Hard to say if what you have is any better. I was attacking 12 solo bombers. In Fortress Europe I was attacking 43 sets of bombers.

Well, that is sorta the point.  I think part of the idea would be to balance the number of bombers to some reasonable percentage of the attacking interceptors.   


I was losing a part every 2 passes against 12 bombers but could stay in the fight. In FE I was either dead or near death after 2 passes. From what I saw by tracer fire in your test mission, I should have been dead or dying.

In either case, it is far more dangerous than attacking a formation of 12 player controlled sets. That is bad.


Really?  It didn't seem that way to me.  I regularly get shredded attacking a single 3 plan human formation.  I was dancing through these twelve almost at will.  I got pinged a couple of times, but I don't think I even lost a part.  Maybe I was just lucky. 

So you and a couple of brain-dead AI interceptors wiped out a formation of 12 bombers with a combined defensive fire of 144 .50 cal guns, and you killed them all and lived through it.   :aok   

Anyway, thanks for trying it.

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