AI

SavageCDN
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Re: AI

Post by SavageCDN »

Drmattymd wrote: Fri May 03, 2024 3:39 am
Thats exactly the opposite of how it works. Selecting bypass islands would make it want to avoid the unplowed field as it would see it as an island and thus bypassing it.
Apologies, it's whatever the option is called to ignore islands. :hi:

Helazak wrote: Fri May 03, 2024 3:32 am This is my standard process. I only do one headland which is enough for courseplay to recognize the field. Then with islands off CP will build a course to finish the job. I just make sure I start the helper after the headland or it will widen the field a little. In the end you have to double check it didn’t miss a few spots in turns but it saves lots of time.
This is the way.
PC Player - CoursePlay addict
humbe
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Re: AI

Post by humbe »

FBtheSQL wrote: Fri May 03, 2024 1:22 pm You folks are giving solutions while using courseplay, but the OP is asking that the AI be fixed. I believe that's Giants job, rather than relying on a mod to complete their functionality. Most of the community can't even use courseplay..
Yupp. Because the AI is supposed to be so simple to use theres no input to specify any parameters. Thus its kinda obvious it never will always do what you want. How is it ever going to know what field boundaries you'd like to create?

Improvements to AI would be nice, but should likely be focused on work in defined fields where it's easier to guess correctly.
FBtheSQL
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Re: AI

Post by FBtheSQL »

humbe wrote: Fri May 03, 2024 4:34 pm
FBtheSQL wrote: Fri May 03, 2024 1:22 pm You folks are giving solutions while using courseplay, but the OP is asking that the AI be fixed. I believe that's Giants job, rather than relying on a mod to complete their functionality. Most of the community can't even use courseplay..
Yupp. Because the AI is supposed to be so simple to use theres no input to specify any parameters. Thus its kinda obvious it never will always do what you want. How is it ever going to know what field boundaries you'd like to create?

Improvements to AI would be nice, but should likely be focused on work in defined fields where it's easier to guess correctly.
Giants could do what other games do and allow the player to highlight an area, like city builders allow players to highlight an area for residential, commercial and so on. It's not new technology, but then again neither is their engine.
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Helazak
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Re: AI

Post by Helazak »

Before I converted to the church of Courseplay and was forced to use Giants AI, I had to come up with some rules to not confuse the helper.
1. NO CURVED FIELDS
2. Try your best to only have rectangular fields.
3. If your field does have a short side, make sure you start the helper on that side. If they look to the side and see nothing to work they will more than likely stop working. So you always want the next row to be longer than this row.
4. If you dont want to personally do a headland before asking the helper to finish, than you need to make sure your field has a natural headland with lots of room to turn around before hitting obstacles. I normally do three headlands even with courseplay. That is normally enough room for just about any implement to turn around.
FS22 on PC, FS14, FS16, FS20 on iPhone Not a gamer. Most gamer jargon goes over my head.
Started playing for the education about farming.

Amateur (noob) Farmer 5 mostly forested acres
Tractor: Kubota M4900 (54HP), w/ Loader bucket and forks
Attachments: log splitter, Chipper/shredder, finish mower, scrape blade, rock rake, double moldboard plow, rototiller, Garden Bedder
humbe
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Re: AI

Post by humbe »

Helazak wrote: Fri May 03, 2024 9:26 pm Before I converted to the church of Courseplay and was forced to use Giants AI, I had to come up with some rules to not confuse the helper.
...
Some rules based on experience with the AI is great.. In addition to the above:
  • Ensure you don't accidentally do something in the middle of the field.. Helpers may stop or turn if they encounter a part of the field where the work has already been done. For instance, if you manually cultivated a random strip before you started helper, helper will get confused.
  • Put a decent amount of space between fields, so the AI does not continue onto next field.
  • If you don't have enough space outside of field, drive headlands manually to give it space to turn.
Personally, my biggest issue with the AI in FS22 is that it randomly stops as if it was blocked, but it's not blocked at all. Not sure if it can be related to modded tractor/equipment, and it thinks it's colliding with itself due to short turning circle or something..
FBtheSQL
Posts: 218
Joined: Wed Nov 29, 2023 8:08 pm

Re: AI

Post by FBtheSQL »

Sounds like you guys are talking about a game that took a couple people in their basement 6 months to develop, and only recently released it.
Hard to believe you're talking about a game that was developed by a team of developers, testers and QA of a multi-million dollar gaming company, and began development over a decade ago.
I wonder what their target completion date is.
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Helazak
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Re: AI

Post by Helazak »

humbe wrote: Fri May 03, 2024 11:05 pm Personally, my biggest issue with the AI in FS22 is that it randomly stops as if it was blocked, but it's not blocked at all. Not sure if it can be related to modded tractor/equipment, and it thinks it's colliding with itself due to short turning circle or something..
That happens with me not only with helpers but also with CP and Autodrive. I will have a path where the the vehicle will have to drive across the hatched yellow lines of a drop zone or sometimes a dump grate and it will stop and say something is in the way.
FS22 on PC, FS14, FS16, FS20 on iPhone Not a gamer. Most gamer jargon goes over my head.
Started playing for the education about farming.

Amateur (noob) Farmer 5 mostly forested acres
Tractor: Kubota M4900 (54HP), w/ Loader bucket and forks
Attachments: log splitter, Chipper/shredder, finish mower, scrape blade, rock rake, double moldboard plow, rototiller, Garden Bedder
herrman
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Re: AI

Post by herrman »

I'd like the developers to go and check what the mod pathTractor, in its simplicity, allowed people to do in FS2009. Tons and tons of silage with 6 trailers following the chopper, set up in minutes. Don't find CP this friendly, let alone that (useful?) thing of tasks in vanilla game
Guy, if you're gonna ask for help remember that we're not beside you in front of your screen. So, please, help us helping you by giving us some details such as log.txt, hardware details...

And remember, this is a forum. It is different from Twitter. Here you can, no, you MUST use more than 150 digits to explain your thoughts

Thanks
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blue_painted
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Re: AI

Post by blue_painted »

herrman wrote: Sun May 05, 2024 9:36 am I'd like the developers to go and check what the mod pathTractor, in its simplicity, allowed people to do in FS2009. Tons and tons of silage with 6 trailers following the chopper, set up in minutes. Don't find CP this friendly, let alone that (useful?) thing of tasks in vanilla game
FS2009 was before my time -- what did that mod do?
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TheSuBBie
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Re: AI

Post by TheSuBBie »

norfolk farmer
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Re: AI

Post by norfolk farmer »

A mobile game recently released by a well known American youtuber has from what I have seen far better AI workers in it with the ability to select how you want them to work i.e. headlands or no headlands.
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