Ever any word on AI improvement?

I just played a few solo customs with nothing but AI to get more of a feel for what they do and what they are supposed to do. This may be common knowledge but some of the things I’ve found are;

AI pathing is the most direct path to the objective while trying to stay close to objects. Like sticky lines on a map that try to magnet themselves to any object. If a hazard is placed in that path, it seems like they avoid it if they can see it and process it as an “enemy” type, otherwise will blindly stand and/or walk in wire and fire.

AI climbing over obstacles that are taller than them does not occur frequently and appears to actually be unintentional. Example of this is AI climbing over tall walls, they only seem to do this when they attempt to climb into a window and miss. This is particularly noticeable when they are within a few meters of an objective and their pathing gets rerouted indefinitely and they run and spin forever.
If sandbags are placed in a position above the height of the AI, they are completely trapped. If wire is placed at these junctions where the AI pathing goes into a loop, they will run around in the wire until they die.

The AI hit RNG is completely broken as everyone already knows.
It appears that upon spotting an enemy, they start with a low hit chance that does not take into account range, or if it does, it is very minor. The hit chance goes up every time they fire, as well as everytime the enemy fires while they are still maintaining visual. This applies to vehicles as well. Crazy example is diving and gunning on the enemy with my P47, just guns. Upon jumping out in a dive at 400km/h full high speed free fall, I was often headshot by an AI anywhere from 200-500m away.
Alternatively, coming around a corner with a group of AI within 5-10m will often fire for 5-10 seconds before hitting me standing still and not shooting.

Again these are just some observations as I’m sure most have already made.

Has there been any mention or discussion at all to improving the AI?

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There was one during closed beta. Since then nothing except path finding was mentioned in the updates. (Or at least nothing important enough for me to remember.)

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Soon™

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Sounds like an important topic since AI plays a big role in this game.
We command an AI squad and often end up in battles with mostly bots on at least one side.

Tho I personally like the fact that they don’t climb ladders. It allows me in some maps to store my soldiers in a safe space.

I’d say it’s a bit of a stretch to call what we do commanding.

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Nope, devs really don’t seem to wanna talk about this anymore. Their last update for ai literally made them worse so it might be for the best the devs dont mess with it anymore lol

i would be happy with little improvements… like AI actually looking in direction of fight, reloading their weapons and actually staying inside building when you order them…

Your guess is as good as anyone else’s, probably including whatever “developers” they still have. Since late alpha (probably even earlier than that, I just wasn’t there to see it personally) they didn’t show the ability or desire to get AI where it needs to be. I was originally very skeptical about bot squads, but this implementation is so awful that I can’t even judge the idea.

Then again, that’s Enlisted for you, isn’t it? There’s barely a game here at all, it’s just a playable monetization scheme. It looks like a game at first glance, but the only fully functional things in it are 1) the store, 2) the psychological tricks to make people log in again. The rest is barely cobbled together, with assets (pretty good ones though) and functions that don’t form a cohesive whole.

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Gaijin is notoriously bad at AI fron my experience, particularly in War Thunder when they added the Arcade Air and Ground battle against AI but also in air SB. Ironically enough, the AI in those modes act suspiciously like the AI in Enlisted. In air SB, sometimes the AI just fly off the airfield into the ground. Similarly to the ridiculous hit RNG, AI will either entirely miss, or insta kill you. I’ve always heard that good AI is difficult to program, but it really seems like Gaijin wants to focus on pvp so much that even the most broken AI is considered a “success.”

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Funnily enough, every update they released to “improve” the ai made them worse. Their best AI was at launch lol

AI squad leaders are slightly smarter than following AI and will actually flank though not effectively.
Sad part is they absolutely cannot fight a tank and will get slaughtered.

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It’s not even the dynamic reactions that I’m frustrated with. It’s the most basic things like not following the same damn path to the target. Bad Company had good AI for what was a “test” game. Why can’t we get AI that will at least change their path if enemies are shooting at them instead of charging head first into MG fire

You mean Gaijin store, or logistics menu? Because wouldn’t even call the latter “fully functional”.

Well, if you want them to be at least a bit usefull or at least don’t die instantly, there is a bit more to it.
Like marking enemies, have them build stuff, change formation and so on.
Perhaps I’m the only fool using that stuff…

Marking doesn’t do shit. Or at least doesn’t do enough. (When I say “hey, there is an enemy there” to my 3 MG gunners, I expect the target to be turned into a swiss chease, not to waste 1k bullets by shooting the air.)

I finish building before bots even start. And I have to be engineer myself because reasons.

Formation works only when following. And following causes AI to move all the time thus decreasing it’s performance.

And the worst part is that no matter what I do, my AI will always die stupidly and I’ll always do better by forgetting their existance and focus on run&gun.

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It’s for those reasons that I try to hide my AI while I run in solo. Make my hidden AI my own little quick spawn point.

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