AI FSM – Arma 2: Operation Arrowhead
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{{TOC|side}} | |||
Summary page to gather community knowledge about the exposed AI FSM and the modification possibilities. | |||
{{Feature|important| | |||
NOTE: None of the information on this page is guaranteed to be correct. | |||
The provided information is from research, testing and guesswork. | |||
You are most welcome to contribute yourself! | |||
}} | |||
== What are they about == | == What are they about == | ||
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'''TODO''': Needs more research, testing and specific information. | '''TODO''': Needs more research, testing and specific information. | ||
== What are they NOT about == | == What are they NOT about == | ||
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=== danger.fsm === | === danger.fsm === | ||
class CAManBase: Man | <syntaxhighlight lang="cpp"> | ||
class CAManBase : Man | |||
{ | |||
// ... | |||
fsmDanger = "Ca\characters\scripts\danger.fsm"; | |||
// ... | |||
}; | |||
</syntaxhighlight> | |||
=== formationC.fsm === | === formationC.fsm === | ||
class Civilian: CAManBase | <syntaxhighlight lang="cpp"> | ||
class Civilian : CAManBase | |||
{ | |||
// ... | |||
fsmFormation = "ca\characters\scripts\formationC.fsm"; | |||
// ... | |||
}: | |||
</syntaxhighlight> | |||
=== formationCDanger.fsm === | === formationCDanger.fsm === | ||
class Civilian: CAManBase | <syntaxhighlight lang="cpp"> | ||
class Civilian : CAManBase | |||
{ | |||
// ... | |||
fsmDanger = "ca\characters\scripts\formationCDanger.fsm"; | |||
// ... | |||
}: | |||
</syntaxhighlight> | |||
=== formationEntity.fsm === | === formationEntity.fsm === | ||
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No reference. However it is the equivalent to the config definition of: | No reference. However it is the equivalent to the config definition of: | ||
<syntaxhighlight lang="cpp"> | |||
class CAManBase : Man | |||
{ | |||
// ... | |||
fsmFormation = "Formation"; | |||
// ... | |||
}; | |||
</syntaxhighlight> | |||
Formation itself is also defined, for unknown reasons, in the config space rather as FSM file. | Formation itself is also defined, for unknown reasons, in the config space rather as FSM file. | ||
class CfgFSMs - class Formation | class CfgFSMs - class Formation | ||
== How to edit them == | == How to edit them == | ||
Get the [[FSM Editor]] part of the [[BI Tools 2]] suite. | Get the [[FSM Editor]] part of the [[BI Tools 2]] suite, or Arma 3 Tools from Steam. | ||
It allows you to open, study and modify the FSM files. | It allows you to open, study and modify the FSM files. | ||
== What do they do == | == What do they do == | ||
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==== Cause 0 "ENEMY DETECTED" ==== | ==== Cause 0 "ENEMY DETECTED" ==== | ||
'''Signal enemy''' via gesture. | '''Signal enemy''' via gesture. | ||
==== Cause 8 "CAN FIRE" ==== | ==== Cause 8 "CAN FIRE" ==== | ||
'''Stop to fire''' makes the unit no longer move to return fire more effectively. | '''Stop to fire''' makes the unit no longer move to return fire more effectively. | ||
If the threat is dead or after 4 to 8 seconds delay the unit moves on. | If the threat is dead or after 4 to 8 seconds delay the unit moves on. | ||
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=== formationC.fsm === | === formationC.fsm === | ||
It forces initially Civilian units to stand (setUnitPos "UP") permanently unless instructed otherwise by another script/FSM (like formationCDanger.fsm). | It forces initially Civilian units to stand (setUnitPos "UP") permanently unless instructed otherwise by another script/FSM (like {{hl|formationCDanger.fsm}}). | ||
In addition it makes non leader Civilian units to have a five meter radius offset to their actual destination. | In addition it makes non leader Civilian units to have a five meter radius offset to their actual destination. | ||
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If the unit is the leader (isFormationLeader _this), it will react to danger causes 0 to 6 - NOT 7 (Scream) and 8 (CanFire). | If the unit is the leader (isFormationLeader _this), it will react to danger causes 0 to 6 - NOT 7 (Scream) and 8 (CanFire). | ||
If inside a vehicle and (canUnloadInCombat _this), the unit will eject it, drop down to the ground (60% chance) and not move for a while (360 seconds or till _dangerUntil if not in combat mode). After that it will move again and switch to auto stance. If it ejected a vehicle, it will enter it again. | If inside a vehicle and (canUnloadInCombat _this), the unit will eject it, drop down to the ground (60% chance) and not move for a while (360 seconds or till _dangerUntil if not in combat mode). | ||
After that it will move again and switch to auto stance. If it ejected a vehicle, it will enter it again. | |||
In practice the same happens for non leader units. Expect the chance to drop down is higher (85%) and it will keep on moving. | In practice the same happens for non leader units. Expect the chance to drop down is higher (85%) and it will keep on moving. | ||
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=== formationEntity.fsm === | === formationEntity.fsm === | ||
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==== Next cause ==== | ==== Next cause ==== | ||
If a new danger event happens to the unit, while the current danger event handling is processed, the event will be added to the units danger events queue. | If a new danger event happens to the unit, while the current danger event handling is processed, the event will be added to the units danger events queue. | ||
Next ''cause checks'' makes the highest prio danger event in the queue processed after the former has been completed. | Next ''cause checks'' makes the highest prio danger event in the queue processed after the former has been completed. | ||
[ | [{{Link|http://dev-heaven.net/issues/20426#change-98326|Source reference}}] | ||
==== Observed instances ==== | ==== Observed instances ==== | ||
TODO | TODO | ||
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=== formationEntity.fsm === | === formationEntity.fsm === | ||
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==== Disabling ==== | ==== Disabling ==== | ||
Suma: When you use {{hl|fsmDanger {{=}} ""}}, there are some built-in reactions to danger, but there is no danger FSM running (...). | |||
[{{Link|http://dev-heaven.net/issues/20426#change-98326|Source reference}}] | |||
==== Danger causes ==== | ==== Danger causes ==== | ||
The FSM contains this description block: | The FSM contains this description block: | ||
DEFINE_ENUM_BEG(DangerCause) | DEFINE_ENUM_BEG(DangerCause) | ||
(0) DCEnemyDetected, // the first enemy detected | (0) DCEnemyDetected, // the first enemy detected | ||
(1) DCFire, | (1) DCFire, // fire visible | ||
(2) DCHit, | (2) DCHit, // vehicle hit | ||
(3) DCEnemyNear, // enemy very close to me | (3) DCEnemyNear, // enemy very close to me | ||
(4) DCExplosion, // explosion detected | (4) DCExplosion, // explosion detected | ||
(5) DCDeadBodyGroup, // dead soldier from my group found | (5) DCDeadBodyGroup, // dead soldier from my group found | ||
(6) DCDeadBody, // other dead soldier found | (6) DCDeadBody, // other dead soldier found | ||
(7) DCScream | (7) DCScream // hit soldier screaming | ||
DEFINE_ENUM_END(DangerCause) | DEFINE_ENUM_END(DangerCause) | ||
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The index numbers in brackets are added for easier viewing only in this article. | The index numbers in brackets are added for easier viewing only in this article. | ||
It seems that later an '''ninth (index 8) event''' was added: '''DCCanFire'''. | It seems that later an '''ninth (index 8) event''' was added: '''DCCanFire'''. | ||
It looks like an event when the unit has a target in sight and is able to fire it | It looks like an event when the unit has a target in sight and is able to fire it is weapon. | ||
==== Engine parameters ==== | ==== Engine parameters ==== | ||
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** A danger source (can be <NULL-object>) | ** A danger source (can be <NULL-object>) | ||
This data was retrieved assigning the FSM to civilian units as it never triggered so far for non-Civilian units: | |||
<sqf>diag_log["danger.FSM", time, _this, _dangerCause, _queue];</sqf> | |||
"danger.FSM",0.05,C 1-1-A:8,3,[[3,[1665.17,1686.23,1.31488],5.60283,O 1-1-A:5],[3,[1665.17,1686.23,1.31488],5.79803,O 1-1-A:5]] | "danger.FSM",0.05,C 1-1-A:8,3,[[3,[1665.17,1686.23,1.31488],5.60283,O 1-1-A:5],[3,[1665.17,1686.23,1.31488],5.79803,O 1-1-A:5]] | ||
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It seems only the highest priority event is handled: | It seems only the highest priority event is handled: | ||
<sqf> | |||
// Retrieve the highest priority event from the _queue | |||
private ["_priors","_priorCur"]; | |||
_priors = [3, 4, 5, 1, 4, 1, 1, 2, 2]; | |||
if (_dangerCause > 0) then { _priorCur = _priors select _dangerCause } | |||
else { _priorCur = -1 }; | |||
{ | |||
private ["_cause"]; | |||
_cause = _x select 0; | |||
if ((_priors select _cause) > _priorCur) then | |||
{ | |||
_dangerCause = _cause; | |||
_dangerPos = _x select 1; | |||
_dangerUntil = _x select 2; | |||
_dangerCausedBy = _x select 3; | |||
} | |||
} forEach _queue; | |||
_queue = []; | |||
</sqf> | |||
Danger cause events ordered by priority. Highest comes first: | Danger cause events ordered by priority. Highest comes first: | ||
(2) DCHit, | (2) DCHit, 5 | ||
(1) DCFire, | (1) DCFire, 4 | ||
(4) DCExplosion, 4 | (4) DCExplosion, 4 | ||
(0) DCEnemyDetected, 3 | (0) DCEnemyDetected, 3 | ||
(7) DCScream | (7) DCScream 2 | ||
(8) DCCanFire | (8) DCCanFire 2 | ||
(3) DCEnemyNear, 1 | (3) DCEnemyNear, 1 | ||
(5) DCDeadBodyGroup, 1 | (5) DCDeadBodyGroup, 1 | ||
(6) DCDeadBody, 1 | (6) DCDeadBody, 1 | ||
==== Queue ==== | ==== Queue ==== | ||
After handling an event the FSM gets into the 'Check queue' state. | After handling an event the FSM gets into the 'Check queue' state. | ||
In the condition 'Next cause', it checks 'count _queue>0' and returns to the init state if true; otherwise exits. | In the condition 'Next cause', it checks 'count _queue>0' and returns to the init state if true; otherwise exits. | ||
Suma: There is always only one Danger FSM running per unit. If the Danger FSM is already running | Suma: There is always only one Danger FSM running per unit. If the Danger FSM is already running | ||
when there is a new danger cause, new FSM is not spawned, rather a new item is inserted | when there is a new danger cause, new FSM is not spawned, rather a new item is inserted | ||
into the _queue variable for the FSM to process. | into the _queue variable for the FSM to process. | ||
The default FSM always processes the whole queue at once and discards all items but the one with | The default FSM always processes the whole queue at once and discards all items but the one with | ||
most priority (see characters\scripts\danger.fsm - initial state Reacting on danger). | most priority (see characters\scripts\danger.fsm - initial state Reacting on danger). | ||
[ | [{{Link|http://dev-heaven.net/issues/20426#change-98326|Source reference}}] | ||
=== formationC.fsm === | === formationC.fsm === | ||
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==== Danger causes ==== | ==== Danger causes ==== | ||
See danger.fsm. | See danger.fsm. | ||
==== Engine parameters ==== | ==== Engine parameters ==== | ||
See danger.fsm. | See danger.fsm. | ||
==== FSM Init ==== | ==== FSM Init ==== | ||
It seems only the highest priority event is handled (for non Civilian leader units): | |||
<sqf> | |||
private ["_vehicle","_commander"]; | |||
_vehicle = vehicle _this; | |||
_commander = effectiveCommander _vehicle; | |||
private ["_maxTime","_timeNow"]; | |||
_maxTime = 360; | |||
_this setUnitPos "UP"; | |||
// Function to retrieve the highest priority event from the _queue | |||
private ["_priors", "_oldDangerCause"]; | |||
_priors = [3, 3, 4, 5, 2, 1, 1, 1, 1]; | |||
_oldDangerCause = -1; | |||
private ["_funcBiggestDanger"]; | |||
_funcBiggestDanger = | |||
{ | |||
private ["_priorCur"]; | |||
_priorCur = _priors select _dangerCause; | |||
for "_i" from 0 to ((count _queue) - 1) do | |||
{ | |||
private ["_event","_cause","_priorNew"]; | |||
_event = _queue select _i; | |||
_cause = _event select 0; | |||
_priorNew = _priors select _cause; | |||
if (_priorNew > _priorCur) exitWith | |||
{ | |||
_oldDangerCause = _dangerCause; | |||
_dangerCause = _cause; | |||
_dangerPos = _event select 1; | |||
_dangerUntil = _event select 2; | |||
}; | |||
}; | |||
_queue = []; | |||
}; | |||
</sqf> | |||
Note the forced standup (setUnitPos "UP") and high delay (_maxTime = 360). | Note the forced standup (setUnitPos "UP") and high delay (_maxTime = 360). | ||
Line 325: | Line 349: | ||
Danger cause events ordered by priority. Highest comes first: | Danger cause events ordered by priority. Highest comes first: | ||
(3) DCEnemyNear, 5 | (3) DCEnemyNear, 5 | ||
(2) DCHit, | (2) DCHit, 4 | ||
(0) DCEnemyDetected, 3 | (0) DCEnemyDetected, 3 | ||
(1) DCFire, | (1) DCFire, 3 | ||
(4) DCExplosion, 2 | (4) DCExplosion, 2 | ||
(5) DCDeadBodyGroup, 1 | (5) DCDeadBodyGroup, 1 | ||
(6) DCDeadBody, 1 | (6) DCDeadBody, 1 | ||
(7) DCScream | (7) DCScream 1 | ||
(8) DCCanFire | (8) DCCanFire 1 | ||
==== Queue ==== | ==== Queue ==== | ||
See danger.fsm. | See danger.fsm. | ||
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==== Modification ==== | ==== Modification ==== | ||
So for no luck here assigning an external FSM: | So for no luck here assigning an external FSM: | ||
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Warning Message: FSM 'ConfigFSM\formationEntity' cannot be loaded. | Warning Message: FSM 'ConfigFSM\formationEntity' cannot be loaded. | ||
So it might be only possible to modify the CAManBase's fsmFormation by editing the configs based definition in 'class CfgFSMs - class Formation'. | So it might be only possible to modify the {{hl|CAManBase}}'s fsmFormation by editing the configs based definition in 'class CfgFSMs - class Formation'. | ||
{{GameCategory|arma2|Editing}} | |||
[[Category:AI]] |
Latest revision as of 14:11, 25 March 2024
Summary page to gather community knowledge about the exposed AI FSM and the modification possibilities.
What are they about
It seems they expose certain areas of the AI behavior outside the core engine. This means the community can modify some parts of the AI behavior this one. That said in the config space a lot of values permitted tweaking AI as well, yet on a different level.
The available FSM are about:
- Behavior while in formation.
- Behavior while in danger/from danger events.
TODO: Needs more research, testing and specific information.
What are they NOT about
- Micro AI
- Low(est) level AI behavior system
TODO: Clarify and add more details.
Where to find them
ca\characters\scripts
Where are they used
Following FSMs can be defined for a unit in Arma 2:
- behaviour (formation) FSM (lowest priority)
- conversation FSM
- reaction (danger) FSM (highest priority)
comm.fsm
No reference.
danger.fsm
class CAManBase : Man
{
// ...
fsmDanger = "Ca\characters\scripts\danger.fsm";
// ...
};
formationC.fsm
class Civilian : CAManBase
{
// ...
fsmFormation = "ca\characters\scripts\formationC.fsm";
// ...
}:
formationCDanger.fsm
class Civilian : CAManBase
{
// ...
fsmDanger = "ca\characters\scripts\formationCDanger.fsm";
// ...
}:
formationEntity.fsm
No reference. However it is the equivalent to the config definition of:
class CAManBase : Man
{
// ...
fsmFormation = "Formation";
// ...
};
Formation itself is also defined, for unknown reasons, in the config space rather as FSM file.
class CfgFSMs - class Formation
How to edit them
Get the FSM Editor part of the BI Tools 2 suite, or Arma 3 Tools from Steam. It allows you to open, study and modify the FSM files.
What do they do
comm.fsm
Makes an unit communicate his action:
- "Reloading! Cover me!"
- "Running!"
- "Covering!"
danger.fsm
Seems to be an event hook to make AI react to various danger events.
Right now only few events are used to initiate actions:
Cause 0 "ENEMY DETECTED"
Signal enemy via gesture.
Cause 8 "CAN FIRE"
Stop to fire makes the unit no longer move to return fire more effectively. If the threat is dead or after 4 to 8 seconds delay the unit moves on.
formationC.fsm
It forces initially Civilian units to stand (setUnitPos "UP") permanently unless instructed otherwise by another script/FSM (like formationCDanger.fsm).
In addition it makes non leader Civilian units to have a five meter radius offset to their actual destination.
The code comment says:
Lowering the formation precision for civilians
formationCDanger.fsm
Seems to be an event hook to make Civilian AI react to various danger events.
If the unit is the leader (isFormationLeader _this), it will react to danger causes 0 to 6 - NOT 7 (Scream) and 8 (CanFire). If inside a vehicle and (canUnloadInCombat _this), the unit will eject it, drop down to the ground (60% chance) and not move for a while (360 seconds or till _dangerUntil if not in combat mode). After that it will move again and switch to auto stance. If it ejected a vehicle, it will enter it again.
In practice the same happens for non leader units. Expect the chance to drop down is higher (85%) and it will keep on moving. There are two additional features in there, but currently not active.
- 'Go to cover': Disabled as findCover and setHideBehind currently do not work.
- 'Inspect dead body': Not working as the 'Inspect body' condition is broken and therefore this tree will not be used.
The non leader Civilian will react to the highest threat, but will ignore all others. In general it ignores danger causes 7 (Scream) and 8 (CanFire) too like a leader unit Civilian.
formationEntity.fsm
When are they run
comm.fsm
Assumption: Not at all. Seems like a test version and the actual system is integrated into the engine nowadays.
danger.fsm
On (seemingly) each danger / threat events close to non civilian units. The distance and frequency are unknown.
Next cause
If a new danger event happens to the unit, while the current danger event handling is processed, the event will be added to the units danger events queue. Next cause checks makes the highest prio danger event in the queue processed after the former has been completed.
[Source reference (dead link)]
Observed instances
TODO
formationC.fsm
At mission start executed for every Civilian unit. Assumption: Seems to run permanently until the unit dies.
formationCDanger.fsm
On (seemingly) each danger / threat events close to civilian units. The distance and frequency are unknown. Also unknown which danger causes actually work / are implemented.
formationEntity.fsm
Technical details
comm.fsm
- _who = _this select 0;
- _state = _this select 1;
danger.fsm
Disabling
Suma: When you use fsmDanger = "", there are some built-in reactions to danger, but there is no danger FSM running (...).
[Source reference (dead link)]
Danger causes
The FSM contains this description block:
DEFINE_ENUM_BEG(DangerCause) (0) DCEnemyDetected, // the first enemy detected (1) DCFire, // fire visible (2) DCHit, // vehicle hit (3) DCEnemyNear, // enemy very close to me (4) DCExplosion, // explosion detected (5) DCDeadBodyGroup, // dead soldier from my group found (6) DCDeadBody, // other dead soldier found (7) DCScream // hit soldier screaming DEFINE_ENUM_END(DangerCause)
See Arma 2: FSM Danger Causes for more information.
The index numbers in brackets are added for easier viewing only in this article. It seems that later an ninth (index 8) event was added: DCCanFire. It looks like an event when the unit has a target in sight and is able to fire it is weapon.
Engine parameters
The FSM gets supplied by the engine the following parameters:
- _this: References the unit.
- _dangerCause: An integer to specify the "first" danger event type. Assumption: First could be most recent or oldest or with the highest priority.
- _queue: An array that contains multiple danger events and their details. One queue element contains:
- The danger cause (integer).
- A position of the event.
- A current time + random 3-7 seconds offset
- A danger source (can be <NULL-object>)
This data was retrieved assigning the FSM to civilian units as it never triggered so far for non-Civilian units:
"danger.FSM",0.05,C 1-1-A:8,3,[[3,[1665.17,1686.23,1.31488],5.60283,O 1-1-A:5],[3,[1665.17,1686.23,1.31488],5.79803,O 1-1-A:5]]
FSM Init
It seems only the highest priority event is handled:
Danger cause events ordered by priority. Highest comes first:
(2) DCHit, 5 (1) DCFire, 4 (4) DCExplosion, 4 (0) DCEnemyDetected, 3 (7) DCScream 2 (8) DCCanFire 2 (3) DCEnemyNear, 1 (5) DCDeadBodyGroup, 1 (6) DCDeadBody, 1
Queue
After handling an event the FSM gets into the 'Check queue' state. In the condition 'Next cause', it checks 'count _queue>0' and returns to the init state if true; otherwise exits.
Suma: There is always only one Danger FSM running per unit. If the Danger FSM is already running when there is a new danger cause, new FSM is not spawned, rather a new item is inserted into the _queue variable for the FSM to process. The default FSM always processes the whole queue at once and discards all items but the one with most priority (see characters\scripts\danger.fsm - initial state Reacting on danger).
[Source reference (dead link)]
formationC.fsm
- _this: References the unit.
Infinite loop. Seems to have no effect on Civilian leader units (isFormationLeader (effectiveCommander (vehicle _this))).
formationCDanger.fsm
Danger causes
See danger.fsm.
Engine parameters
See danger.fsm.
FSM Init
It seems only the highest priority event is handled (for non Civilian leader units):
Note the forced standup (setUnitPos "UP") and high delay (_maxTime = 360).
Danger cause events ordered by priority. Highest comes first:
(3) DCEnemyNear, 5 (2) DCHit, 4 (0) DCEnemyDetected, 3 (1) DCFire, 3 (4) DCExplosion, 2 (5) DCDeadBodyGroup, 1 (6) DCDeadBody, 1 (7) DCScream 1 (8) DCCanFire 1
Queue
See danger.fsm.
The Civilian leader only check the initial/first danger event. The non Civilian leader unit will only handle the highest priority even and ignore the rest.
formationEntity.fsm
Modification
So for no luck here assigning an external FSM:
fsmFormation = "ConfigFSM\formationEntity.fsm";
lead to
Warning Message: No entry 'ConfigFSM\formationEntity.fsm.FSM'.
and
fsmFormation = "ConfigFSM\formationEntity";
lead to
Warning Message: FSM 'ConfigFSM\formationEntity' cannot be loaded.
So it might be only possible to modify the CAManBase's fsmFormation by editing the configs based definition in 'class CfgFSMs - class Formation'.