Pirate AI stalking?

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Poro
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Pirate AI stalking?

Post by Poro »

Several times now, whilst flying my Rapier, I have noticed a group of between 1 and 3 pirates (usually Asp Mk.II) hanging back on my scanner screen, yet unerringly following my every move. They never do anything... until I start to use injectors (purely for convenience whilst mass-locked). Once I do that, they pounce: firing their own injectors and engaging me in combat.

What is the AI doing during this? Is it looking at my ship and calculating a mediocre chance of success against me, and then by injecting I am shifting the odds? As in 'Well if he's desperate to get away then he must be in trouble'? Is the AI that subtle?

Next time it happens, I'm going to inject towards them and see what happens.
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Cmdr James
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Post by Cmdr James »

None of the standard AI is that subtle, I expect it is something like the distance triggering an event.
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Post by Svengali »

I'd expect that they were already in attack mode, but out of weapon range.
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Post by Poro »

Svengali wrote:
I'd expect that they were already in attack mode, but out of weapon range.
So by injecting away from them, I hit the 'outer edge' of the trigger point for them to use their injectors to keep up?
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Post by Switeck »

If they're chasing you and you're using a Cobra 3, they probably can't close the distance because they're too slow without injectors.
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Post by Poro »

Switeck wrote:
If they're chasing you and you're using a Cobra 3, they probably can't close the distance because they're too slow without injectors.
Yes, I understand that part, but why wouldn't they do that from the beginning? It's the fact that each time they only use injectors after I do. That's why I think it's me getting to a certain outer limit that triggers their injector use - and once they start using them they just keep using injectors until they have caught up. It's strange that they don't just use them from the beginning.
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Post by Switeck »

They don't do it from the beginning because they have very limited fuel for injectors...and they have bad ai about when to use it.
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Post by Kaks »

Switeck wrote:
...and they have bad ai about when to use it.
But somehow very good in a predator/prey sort of context! Not a bad deal altogether, is it? :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Cmdr James »

If people dont like the AI, perhaps some suggestions might help improve it?
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Post by Svengali »

Cmdr James wrote:
If people dont like the AI, perhaps some suggestions might help improve it?
More options for performAttack would be pretty and it could also reduce the scriptload (workarounds).
https://bb.oolite.space/viewtopic.php?t=3296&start=325 :wink:
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Post by Smivs »

Svengali wrote:
Cmdr James wrote:
If people dont like the AI, perhaps some suggestions might help improve it?
More options for performAttack would be pretty and it could also reduce the scriptload (workarounds).
https://bb.oolite.space/viewtopic.php?t=3296&start=325 :wink:
As discussed before an 'aggression' factor would be good. There are times when a more forthright attack is desirable. Look at Pirates, sometimes they fire on you once or twice then seem to stop again. There is sometimes no real determination on their part.
Also their early shots are often inaccurate, usually from a distance, so it would be good perhaps to have them step up the firing rate as they get more accurate, just like we do...I will often take the odd shot at a very distant target until I know I've got it lined up nicely in the gun-sights, then I'll give it a good long burst of laser. Really the AIs should be trying to replicate the player actions as closely as possible.
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Post by Switeck »

I've heard that Random Hits has a coward-type aggression level logic ai.
Maybe it would be good reference material for making a better ai?
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Post by Eric Walch »

Switeck wrote:
I've heard that Random Hits has a coward-type aggression level logic ai.
Maybe it would be good reference material for making a better ai?
Yes, but that is only a decision between attacking and just ignoring the target.
Attack itself is not scriptable. Its all hard coded in the source. The only things a script can do is
- starting an attack. (Attack itself is hard coded)
- deciding to break of an attack on energy low conditions.

Aiming, firing laser shots and missiles is controlled by the main code.
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