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Top Gun AI : Arenas


colmo

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Top Gun AI: Shoreside Arena

Here is it, my first completed dogfighting arena. Please read the notes on the video carefully.

AI dogfighting where the planes started next to each other on the ground meant that the ability to reach minimum altitude, turn and fire first was the overriding design concern. Part of the reason for this was the inability to launch planes far apart - getting their autopilot to detect and launch meant line of sight within 3.5km, and planes launching much further than 6km from the object in focus were vulnerable to inaccuracy in collision detection, and could tear themselves apart on the ground during take-off.

This arena, and more like it to come, is designed to expand distance between the planes in opposition. There are two runways about 11km apart, with a launchpad halfway between. Each runway also has a pad nearby on a hill to deploy a radar.

The setup uses a centrally positioned pair of rockets as lures (one for each team). These launch simultaneously, and are then detected by radar pods, which alert the planes they are linked to, and cause them to scramble. By keeping focus on the starter rockets, both planes are close enough to safely launch. The rockets are quickly disabled using a Smart Parts timer - it decouples the probe core from the BD Armory weapon manager.

Once in the air, each plane is visible to the opposing radar pod. The datalink alerts each plane to it's opponents position, the approach each other and engage. As it works out, because the planes begin their battles about 12km apart, AMRAAM missiles are at their effective range.

 

 

Edited by colmo
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Reserved post - I'll expand on how to design arenas when I have more time!

The purpose of different arenas is to test AI setup. In testing, my first arena was a mountain, which greatly inhibited line of sight, and posed a deadly risk to planes with minimum altitude set too low and Steer factor too high. Sooner or later, they'd barrel roll right into it. I'll return to that one later. Shoreside is a more straightforward arena to get things started.

In time, we can begin introducing ground elements which take advantage of terrain. Radar positioning becomes important, and equipping planes with the means to take them out becomes a viable strategy. Instead of back-to-back High Noon shootouts, the Top Gun AI format can evolve into a more subtle and elaborate contest, testing a wider set of design criteria.

Edited by colmo
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