AI
Artificial Intelligence (AI) is an advanced form of vehicle control. It is used to control vehicle movements and attitude, as well as weapon systems.
Overview
AI is used to create semi- or fully-autonomous vehicles. It is much more powerful and dynamic than a set of ACBs. AIs use an interface to make control functions more user-friendly, negating the need for advanced sytem knowledge such as with PID Controllers, Breadboards, and LUA controllers. Additionally, AIs are used to control weapon systems through the use of a Local Weapon Controller (LWC), which combined with Detection systems allows accurate targeting and engagement of enemy vehicles. This makes an AI a essential system on almost every build the player doesn't want to micromanage.
Components
There are a handful of components used to build an AI system. Not every part is required, but all of them perform important functions.
- AI Mainframe - Core component of an AI system. All AI functions will originate from this 1x1x1m block. The mainframe is given one behavior and one manoeuvre slot by default, but additional slots can be added with specialized AI cards.
- General Purpose Processing (GPP) Card - Creates more processing power for the mainframe. Each GPP card provides one extra processing power.
- Connector - Extension piece used to connect different parts of an AI system. General Purpose Processing Cards can be attached to connectors to create more General Detection Processing Power for the system.
- AI Card Slot - Specialized cards can be attached to give more advanced instructions, such as vehicle behaviors and weapon system parameters.
- Plug and Play Cards - Gives the AI a default vehicle manoeuvre behavior. Not often used because the same functions can be built into the AI mainframe's default behavior and manoeuvre slots.
- Behavior & Additional Routines Card - Gives the AI mainframe one additional behavior and manoeuvre slot.
- Aim Point Selection Card - Gives the LWCs prioritizations when targeting enemy vehicles. Options will vary depending on the detection systems on the vehicle, but can include things such as: targeting above/below the water line, aiming for hot blocks, aiming for clusters of blocks.
- Target Prioritization Card - Tells the LWCs what targets to prioritize. Features a weighted decision matrix that can determine the best target to fire on.
- Wireless Transmitter - Transmits AI instructions across one of nine channels. Used to connect with Local Weapon Controllers to automate weapon systems or to connect separated sections of the AI system. Works in concert with the Wireless Receiver.
- Wireless Receiver - Recives AI instructions from a Wireless Transmitter across one of nine channels. Connects to LWCs to automate weapon systems, though All-in-one LWCs have a built in receiver. Also used to connect separated sections of the AI system.
- Inter-Vehicle Transmitter - Relays detection information to other vehicles that also have this component. Very useful for creating drones and parent vehicles.
- Failsafe - Attaches to a LWC to prevent the weapon system from hitting its own vehicle or a friendly vehicle. All-in-one LWCs have a built in failsafe. Can be configured to be more / less careful.
- AI Breadboard - Functions like a Breadboard, but is subordinate to the AI mainframe it's attached to.
Game Mechanics
AIs are used to create automated movement and weapons engagement for a vehicle. The basic settings can provide a simple but effective vehicle, but proper tweaking can add many great event-specific subroutines or advanced movements.
Behaviors
Behaviors create special autonomous routines for the vehicle to perform. There are built in troubleshooting questions that can help you pick the correct behavior and troubleshoot issues with your selected behavior(s). The preprogrammed behaviors give great baseline programs to use as a foundation to edit as needed. Adding a Behavior & Additional Routines Card allows you to create multiple behaviors, which can be selected from the AI status screen (C when not on the build screen).
Preprogrammed Behaviors
- Attack run 1.0 (with flyover)
- Attack run 2.0 (with U-turn)
- Breadboard Behaviour Link
- Broadside 1.0 (simple)
- Breadboard 2.0
- Circle
- Hover above/below
- Point at
- Ram
- Resource gathering
Adjustments
Adjustments gives vehicles boundaries for altitude and collision avoidance.
Vehicle Types
- Unset
- In Air
- In Water
- On Land
Manoeuvre
Maoeuvre routines tell the AI how to control the vehicle to achieve the selected behavior. There are built in troubleshooting questions that can help you pick the correct manoeuvre and troubleshoot issues with your selected manoeuvre(s). The preprogrammed manoeuvres give great baseline programs to use as a foundation to edit as needed. You can create as many manoeuvre routines you want, but only one can be active at a time.
Preprogrammed Manoeuvres
- Airplane 1.0
- Airplane 2.0
- Breadboard Manoeuvre Link
- Empty
- Fortress manoeuvre
- Hover movement
- Ship or tank
- Six axis
Additional Routines
Additional routines are special routines that run when active. Multiple additional routines can be active at one time. Adding Behaviour and Additional Routines cards add additional slots.
Preprogammed Additional Routines
- Sailing 1.0
- Projectile avoidance
- Sailing 2.0
- Water start
PIDs
See the PID page for an in-depth understanding of PIDs. They are able to control the six primary attitudes of the vehicle (yaw, pitch, roll, forward/backward, strafe, and hover). A PID monitors a specific condition of the vehicle and reacts according to set parameters.
Breadboards
See the Breadboard page for an in-depth understanding of breadboards. They are able to create advanced, complex actions beyond the scope of a PID or AI.
Basic Settings
Basic Settings are used to modify the automatic propulsion and control surface configurations.
Weapons Control
An AI controls weapon systems through the use of Local Weapon Controllers (LWCs) and Detection components. The responsiveness and accuracy of weapons controlled by an AI is highly reliant on the LWC and detection setup. The LWC settings will affect the circumstances that the weapon will fire on targets. If the detection components are not set up properly then the vehicle's AI won't be able to find or track enemies. Additionally, a Wire Transmitter with multiple Wireless Receivers that are both set to the same channel are required to connect the AI, LWC, and detection. It is recommended to read the Local Weapon Controller and Detection pages for a better understanding of how AI weapon control works.
Detection
See the Detection page for an in-depth understanding of detection. AIs need detection equipment to properly engage enemy vehicles and employ certain countermeasures, such as LAMS or defensive APS. Most behaviors will work with low-resolution detection, but weapon systems will need a combination of low-resolution detection (initial identifiaction) and high-resolution detection (tracking). Additionally, different types of detection can be better for different types of enemies. To utilize detection components the AI will need a Wireless Transmitter and the detection components will need a Wireless Receiver.
It is important to have enough General-Purpose Processing Power (GPP) to run the connected detection equipment. If the AI doesn't have enough GPP then it will slow down the processing speed of the detection equipment, similarly to a computer with a slow processor.
Design Considerations
AIs are designed to create a simpler interface for advanced vehicle controls, but you still have to take care when setting up an AI. Below are a few things that can help you when setting up an AI.
- Start off by selecting the correct troubleshooting questions. They will help guide you through setting up your AI.
- Preprogrammed Behaviors will rarely do exactly what you want without tweaking them. However, they'll often get you a good start. If your behavior is acting up it might help to reset it and start over.
- Multiple behaviors can be very useful, just be cognizant of which behavior you have on while in combat.
- Selecting the correct vehicle type in the Adjustments tab is essential for it to function properly.
- The min/max altitude will give your vehicle boundaries that it won't exceed during behaviors and manoeuvres. This is invaluable for airborne and underwater vehicles that need to avoid the surface.
- Multiple manoeuvres and additional routines can create complex vehicle movements and reactions, but can conflict and cause undesired effects if not properly designed and deconflicted.
- If your weapons are missing or your vehicle isn't reacting appropriately to enemies, check your Detection components. It's hard to find enemies without 360 or 90 degree detection components and even harder to track enemies without tracking components. Almost every design will require at least one of each to work properly.
- If you have the proper detection components, make sure you have enough General Processing Power (GPP) to manage and compute the detection.
- Multiple AIs are good for redundancy on larger vehicles, just be sure they are interacting properly.
- Larger ships often have multiple AIs for controlling different weapon systems. This is a great way to prioritize different targets. For example, one AI controls large, slow weapons for taking out main targets such as capital ships while one AI controls fast, defensive weapons for taking out small auxiliary targets such as drones or planes.
External References
The From the Depths Discord channel is a great way to see user designs and receive help/feedback with your builds.
- Explanation of Projectile Avoidance by Ray Cast - Good breakdown of how the Projectile Avoidance additional routine works
Below is a list of Youtube videos you can use for learning or for reference.
- AI Behavior Rundown by BorderWise - Explanations of the Behavior tab.
- AI Adjustments Tutorial by BorderWise - Explanations of the Adjustments tab.
- AI Manoeuvres Rundown by BorderWise - Explanations of the Manoeuvre tab.
- Multiple AI and Target Prioritization Setup by BorderWise - Breakdown of how to use multiple AIs and how to setup target prioritization.
- INSTANT Tutorial: General AI Guide, Detection and Tracking by GMODISM - Short breakdown of AI, Detection, and Tracking.