Known AI Bugs

Discussion in 'PA: TITANS: General Discussion' started by Quitch, May 20, 2018.

  1. Quitch

    Quitch Post Master General

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    Issue 1 - Hardcoded unit names
    1.1 Unable to upgrade MEX
    Steps to Reproduce
    1. Create new T1/T2 MEX units marking them as able to upgrade one another
    2. Add MEXs to the AI’s unit map
    3. Have AI build T1 MEX
    4. Have AI build T2 MEX
    Expected Outcome
    AI will build T2 MEX over the T1 MEX and vice versa

    Current Outcome
    AI will only build these MEX on empty metal spots. These MEX units work correctly for a human player.

    Notes
    Upgrading appears to be locked to the original MEXs rather than looking at the replaceable_units value. It will appear to upgrade if it happens to separately queue a T1 and T2 MEX on an empty metal spot. The Legion Expansion MEX can be used for testing.

    This bug was confirmed with Sorian.

    1.2 - TransportToPlanet doesn’t work with new orbital transports
    Steps to Reproduce
    1. Create new orbital transport unit
    2. Setup AI to use it in conjunction with TransportToPlanet task_type
    Expected Outcome
    AI will use transport to move a Commander or fabber to another planet

    Current Outcome
    The lander will never leave its rally point

    Notes
    TransportToPlanet appears to be hard-coded to the Astraeus. The Legion Expansion Chariot unit can be used as a test case.

    This bug was confirmed with Sorian.

    Issue 2 - Doesn’t attack on gas giants
    Steps to Reproduce
    1. Construct orbital factories on gas giant
    2. Construct orbital army
    3. Place enemy army on gas giant
    Expected Outcome
    The AI’s orbital force should attack the new orbital force

    Current Outcome
    AI’s orbital force will remain at the rally point and never leave except to move to another world

    Notes
    This was a bug introduced in one of the patches. With the Titans release I think. This did work at some point in the past.

    Issue 3 - LandAttack uses non-amphib units to attack naval targets
    Steps to Reproduce
    1. Load Pacific
    2. Have AI build Dox
    3. Place enemy metal extractors on water
    Expected Outcome
    Dox will ignore water MEX and proceed to attack targets on land

    Current Outcome
    Dox will stop by water MEX and not move until the MEX has been destroyed

    Notes
    Land_attack seems to be confused by enemy units which can exist both on land and water and will attempt to attack them with amphibious units regardless of whether they have an underwater attack or not.

    Issue 4 - Titans don’t work in platoons with other units
    Steps to Reproduce
    1. Allow a Titan to join a platoon with other units in them
    Expected Outcome
    Titan will march with platoon

    Current Outcome
    Entire platoon will rally to base and never leave, the only movement will be between rally points

    Notes
    Even outside regular platoon the land Titans are pretty flakey.

    Issue 5 - Jigs built in lines
    Steps to Reproduce
    1. Place an orbital fabber on a gas giant
    2. Leave it to build jigs
    Expected Outcome
    Jigs will be built according to buffer setting

    Current Outcome
    Initial Jigs are built as expected but eventually the AI will starting building them in a densely packed line from pole to pole

    Notes
    2017-06-29 - I’ve seen the same behaviour in human area builds

    Issue 6 - MEX built over one another
    Steps to Reproduce
    1. Put multiple AI into a FFA
    2. Have them spam MEX
    Expected Outcome
    Each metal spot will only accept MEX from one army

    Current Outcome
    Sometimes MEX from multiple AI armies will co-exist on a metal spot. This is difficult to reproduce as often it works as intended.

    Notes
    None.

    Issue 7 - Mesh and placement value delay opening
    Steps to Reproduce
    1. Set x value of placement_size for all potential opening factories to a value > 40
    OR
    1. Set z value of mesh_bounds for all potential opening factories to a value > 16
    Expected Outcome
    AI will build as normal

    Current Outcome
    AI will do nothing until the 20 second mark and will then play as normal

    Notes
    The AI also exhibits identical behaviour when it doesn’t have the eco to meet its opening factory build requirements.

    Issue 8 - Units cannot be builders and used in platoons
    Steps to Reproduce
    1. Assign Combat Fabber to platoon
    2. Setup Combat Fabber to build mines
    Expected Outcome
    AI will send Combat Fabbers with platoons which aren’t building

    Current Outcome
    Combat Fabbers will never join platoons

    Notes
    This was acknowledged by Sorian as a limit of the AI at this time.

    Issue 9 - Naval fabbers don’t count towards MetMinBasicFabberCount
    Steps to Reproduce
    1. Use MetMinBasicFabberCount (false) for naval factory to build naval fabbers
    2. Give AI a naval factory only
    Expected Outcome
    AI will produce naval fabbers until MetMinBasicFabberCount is true

    Current Outcome
    Naval factory will produce naval fabbers forever

    Notes
    None.

    Issue 10 - Crashes game with Legion Starcannon
    Steps to Reproduce
    1. Enable building of Starcannon for AI
    2. Load 10 player Legion FFA on PAX
    3. Let game run
    Expected Outcome
    Game should not crash

    Current Outcome
    [12:24:15.407] ERROR Catastrophic error in SimUnit::evalTransform. Time: [1284300]
    [12:24:15.407] ERROR Unit: [/pa/units/land/l_sniper_bot/l_sniper_bot.json RetireTime: [1284051]
    [12:24:15.407] ERROR Parent: [No Attach Entity] Id: [66101] RetireTime: [-2]
    [12:24:27.375] INFO Crash uploaded, link developer to http://crashes.uberent.com/report/index/bp-b768b742-8242-4f6f-b261-a945b2170421
    [12:24:27.391] INFO Uploader exited with exit code 0

    Notes
    There’s a known issue(?) where firing units into unpathable CSG can cause a crash, it’s likely the AI is trying to do this and causing a crash. No other means has been found to crash a game with the Starcannon.

    The Starcannon thought to be responsible for the crash can be found by seeing which Starcannon has a “blip” inside it.

    Issue 11 - Task instance count not met yet not being carried out
    Steps to Reproduce
    1. Host a lobby using Alpha’s “Carnage system v3” system, Legion Expansion and Queller AI
    2. Change lobby to a 2v2
    3. Put a Q-Uber AI in every slot
    4. Change the first AI in slot 1 of team 2 to Legion
    Expected Outcome
    Team 2 slot 1 AI should expand the same as the other AIs

    Current Outcome
    AI reports that active count is higher than shared instance count, but no fabbers are building metal extractors nor queued to do so, but there are idle fabbers. This behaviour is not exhibited on other systems.

    [​IMG]

    Notes
    Presumably the fabbers have been tasked to build metal extractors, but for some reason the build order is failing.
    Last edited: June 23, 2018
    stuart98, DeathByDenim and Clopse like this.
  2. Quitch

    Quitch Post Master General

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    Issue 12 - Unit Limits Stalls Out Games
    Steps to Reproduce
    1. Setup two AIs on separate planets
    2. Give them enough mobile units to hit the 1000 unit limit
    Expected Outcome
    AIs should scout each other out and then use their forces or superweapons to win the game.

    Current Outcome
    AIs are unable to build scouts to find the enemy or orbital fabbers to create teleporters

    Notes
    Units which allow the AI to scout should be excluded, otherwise you can get stuck in a cycle of doing nothing because the AI doesn’t have intel.

    Issue 13 - Errors in neural net threat measurement & values
    Steps to Reproduce
    1. Dump threat values
    Expected Outcome
    Layers should correspond to unit health, AntiX should correspond to DPS, other values adhere to hardcoded rules.

    Current Outcome
    1. Units with multiple entries (I think these are tutorial related)
      1. Delta Commander
      2. Invictus Commander
      3. Atlas
    2. Units which can target Air that are missing an AntiAir value:
      1. GIL-E
      2. Dox
      3. Icarus
      4. Debatable if this should be fixed though as I would guess this is based around whether the weapon can home or not. I don’t see that including Dox, for example, would be useful.
    3. Units which cannot target Underwater that have an AntiSub value:
      1. Dox
      2. Icarus
      3. Grenadier
      4. Ant
      5. Drifter
      6. Single Laser Defense Tower
      7. GIL-E
      8. Laser Defense Tower
      9. Kestrel
      10. Helios
      11. Hornet
      12. SXX
      13. Leveler
      14. Advanced Laser Defense Tower
      15. Ares
    4. Recon threat range is lower than its detection range yet higher than that of many other static structures (this may make sense if you see the code)
    5. Units which have had their Anti threat multiplied for some reason
      1. Boom
      2. Land Mine
    6. The Jig and Orbital Factory produce Orbital threat, but other layers only do this for offensive units, artillery and defensive structures, not factories and economy structures
    7. Holkins doesn’t have a Land value but the Pelter does
    8. AntiSurface/Air etc. does not account for multiple shells being fired from a single weapon i.e. the Leveler’s AntiSurface threat is 300, half what it should be. A similar issue appears to be seen with the Bumblebee
    9. Typhoon doesn’t generate any Anti threat. It should at least have a threat of Artillery 1, just like the Lob
    10. Piranha looks like its UNITTYPE_Scout tag is causing special rules to override its proper threat values. Its range is too low and it projects an eco threat. I would suggest that UNITTYPE_Offense being on a unit should override this.
    11. Orbital Deepspace Radar doesn’t correspond to other radar threats. It should have Range 5 and Eco 5.
    12. Pelican has eco 10, which elsewhere has only been used for T2 units. It’s possible the threat hasn’t been adjusted for it moving back to T1
    13. Wall has no Land threat despite other defensive structures having it
    14. Teleporter does not project threat far enough for a global weapon
    Notes
    None.

    Issue 14 - Blind to planet ender threats
    Steps to Reproduce
    1. Put two AIs on a planet
    2. Have one AI commence building a Ragnarok
    Expected Outcome
    Other AI will immediately move to destroy this threat or evacuate the planet

    Current Outcome
    AI ignores the threat

    Notes
    Mikeyh has confirmed this bug.

    Issue 15 - Builds naval factories on land
    Steps to Reproduce
    1. Start an AI skirmish on Lugaan from WPMarshall’s map pack
    Expected Outcome
    AI won’t build a naval factory on land

    Current Outcome
    AI builds a naval factory on land

    Notes
    I suspect this is something to do with CSG which has been placed over water.

    You see a similar bug if you assign a factory the wrong template for a CanFindPlaceToBuild check e.g. if you have an Orbital Factory check using a Vehicle Factory then the Orbital Factory will be built at ground level. This indicates the AI is using some system specific to it for its builds.
    Last edited: June 23, 2018
    stuart98, DeathByDenim and Clopse like this.
  3. Quitch

    Quitch Post Master General

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    Issue 16 - Reluctant to attack land targets with naval
    Steps to Reproduce
    1. Start an AI skirmish on Meso
    2. Give AI a naval feel
    Expected Outcome
    Uses fleet to attack land targets

    Current Outcome
    Pools naval fleet in base

    Notes
    The AI seems reluctant to attack land targets with naval forces, being very intermittent in doing so. There’s an obvious contrast between how the AI handles its fleet on a naval map versus an island map. This issue was resolved by mikeyh in one of the 2017 private AI betas, so he likely knows the cause.

    Issue 17 - UNITTYPE_Teleporter breaks TransferOrbitalToPlanet for unit
    Steps to Reproduce
    1. Add UNITTYPE_Teleporter to Helios
    Expected Outcome
    AI will link teleporters to the Helios and move it between planets.

    Current Outcome
    Helios never leaves the planet on which it was built.

    Notes
    None.
    Last edited: June 23, 2018

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