Adaptive pathfinding for AI squads

Between the AI getting stuck on terrain, and them running into the same lines of fire repeatedly, games with low player count are almost made worse by the current AI.
Adaptive pathfinding would make them change the path they are attempting to take if:

  • They are unable to reach the area they are trying to go to within x amount of time (so if they get stuck on terrain, they will hopefully change direction and get unstuck.

  • They are getting hit by a lot of friendly fire. Adjusting where they are trying to go according to how much friendly fire they are taking. This accounts for a lot of different things, such as blocking lines of sight for MGs and snipers, getting hit by flamethrowers, and even walking through friendly barbwire.

  • They are getting repeatedly slaughtered in an area they keep running through. Choke points are hell, but with adaptive pathfinding, they would at least attempt to move through alternative routes and/ or flank. Hopefully reducing the amount of tickets that are drained just by AI.

By doing this it would greatly help games progress better and also keep the game more interesting even when the player counts on a specific campaign are low.

*In the event that all paths result in high casualties, it would enable AI to use smoke grenades in order to move up.

7 Likes

Fully AI players also need some boost in accuracy. You can lie down and shoot tens of AIs from afar before they even come close to hitting you. Maybe randomly choose one soldier from every squad to be “the player” and give this soldier a significant boost in accuracy and detection.

The higher the RPM of the gun you are giving your not the better he is.
The higher upgraded your gun, the better your bot is.
Use to spot in the direction you are seing enemy movements and your bots will pay attention to it.

4 seconds for first bot to rotate, +1 for next
This is almost completely useless feature until devs decrease this time to 2 second at least.

the thing is, AI do use different pathfindings

( which usually they go in 4 direction to attack the objective ).
you can notice it when playing customs.

but the issue in my opinion, is that those AI do not cooperate with other Ais.

therefore, they can pull an amazing flank ( occasionally ) but ends up being kinda pointless as most of the time they go unsupported.

like, the flanks that they perform is hardly effective as it does not divert defenders man power of too much.

but, on the other hand, we do need some sort of adaptive pathfinding because what we have right now, is like, their focus is to get on the objective.

which sometimes is fine, other, less than ideal.

and they go on the point no matter what.

unless they get shot, they will stop. and start fire some bullets, for then running like nothing happened. and most of the time, the player that opened fire on those headless chickens remains alive even after those said chickens fired back for retaliation missing some shots, and starting to run again.

or even funnier yet worse, they detect a tank or sprays of machineguns going in their direction, they just stop, watch the tank and keep going in the same direction to get mowed down.

so i’d say, they both lack some sort of reliable targeting system and when an area is too hot, they don’t flank and go for the same route.
and as mentioned, they do not coordinate.

because an additional behavior that i would like to see, is that AI gets perception ( which they kinda have already, but is only sound based ) therefore, if they detect alot of dead friendly bodies in one area, they will start using artillery smoke or smoke grenades.

if they detect enemy inside a house, they should start clear it from different sides and doors instead of going per file one by one in the same door.

like, i don’t pretend ais to be terminators or act indipendently from the rest of the squad, but i think they should do ( or something similar ).

instead of going in like sheeps.

so, imo, the main idea would be to have different types of AI squads that do different tasks.

An anti tank squad that will actively stay around points and target players tanks.

an assaulter squad which will primarely target the objective.

an jeager or assault type 2 squad that will push passed the objective and actively cut enemy reinforcements ( or destroy rally points if in range of sound )

a machinegunner squad that will chose open areas and support from distance.

a radio and so on.

but idk.