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Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 4:09 pm
by Dairydeere
This is super exciting. This sounds a bit like AutoDrive (one of my favorite automation mods), and the ability to send vehicles across the map is going to help a lot with farming. Curious how Giants has defined where a vehicle can or can't go when pathfinding to the locations. Are they pre-recorded routes, does the worker get a specified area of the map laid out where they can turn, drive, etc.? I'm excited but wondering how the integration would work for modded maps

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 4:13 pm
by TheSuBBie
Probably the same way Autodrive works at the moment, allowing you to set up your own route by driving it.

But a video would have been nice just to give an indication of what can be achieved.

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 4:17 pm
by iwan073
So cool!

Can’t wait to see it work.

But be prepared for bugs and glitches πŸ˜„

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 4:34 pm
by Stegei
The ai system doesn't need any work from the map mapper to just basically make it work.
There are various ways the mapper can go in and annotate various things to improve the system and make the ai take more realistic routes.
E.g. by default the ai helper will prefer the traffic system splines over driving over terrain, also bridges need to be annotated specifically. Also each terrain can have attached a certain ai driving cost, so that the ai will prefer routes over painted tarmac or dirt roads over bumpy grass.
There is also the option to disallow the ai to drive through some locations completely (in case there is no physics collision blocking it), like crossing the railroads at any location.

The ai will also try to drive around dynamic objects like other vehicles, bales, etc., but will also stay behind other traffic vehicles/player vehicles when driving on a road (e.g. in case they are waiting at a junction for other vehicles).

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 4:45 pm
by norfolk farmer
Stegei wrote: ↑Tue Nov 16, 2021 4:34 pm The ai system doesn't need any work from the map mapper to just basically make it work.
There are various ways the mapper can go in and annotate various things to improve the system and make the ai take more realistic routes.
E.g. by default the ai helper will prefer the traffic system splines over driving over terrain, also bridges need to be annotated specifically. Also each terrain can have attached a certain ai driving cost, so that the ai will prefer routes over painted tarmac or dirt roads over bumpy grass.
There is also the option to disallow the ai to drive through some locations completely (in case there is no physics collision blocking it), like crossing the railroads at any location.

The ai will also try to drive around dynamic objects like other vehicles, bales, etc., but will also stay behind other traffic vehicles/player vehicles when driving on a road (e.g. in case they are waiting at a junction for other vehicles).
Sounds good, will you able to task a worker to unload a harvester driven by the player of another worker?

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 4:51 pm
by this_is_gav
This is all sounds excellent. Potentially so much more advanced when Stegei explains the complexities and algorithms.

It's so good I can't help but feel there's a "but" coming somewhere.

PS, thanks for your technical explanations in various threads over the last few months Stegei. It's great to hear a developer's take on aspects of the game and removes the need for unnecessary speculation and negativity. *thumbsup*

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 5:03 pm
by Miketeg
this_is_gav wrote: ↑Tue Nov 16, 2021 4:51 pm

PS, thanks for your technical explanations in various threads over the last few months Stegei. It's great to hear a developer's take on aspects of the game and removes the need for unnecessary speculation and negativity. *thumbsup*
Totally agreed!

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 5:17 pm
by Dairydeere
Thank you Stegei for bringing clarification on how that works, I’m very excited to see this in FS22!

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 5:24 pm
by Kederk
Thanks for sharing! I'm very much looking forward to doing some cool things with this system!
Stegei wrote: ↑Tue Nov 16, 2021 4:34 pm The ai system doesn't need any work from the map mapper to just basically make it work.
There are various ways the mapper can go in and annotate various things to improve the system and make the ai take more realistic routes.
E.g. by default the ai helper will prefer the traffic system splines over driving over terrain, also bridges need to be annotated specifically. Also each terrain can have attached a certain ai driving cost, so that the ai will prefer routes over painted tarmac or dirt roads over bumpy grass.
There is also the option to disallow the ai to drive through some locations completely (in case there is no physics collision blocking it), like crossing the railroads at any location.

The ai will also try to drive around dynamic objects like other vehicles, bales, etc., but will also stay behind other traffic vehicles/player vehicles when driving on a road (e.g. in case they are waiting at a junction for other vehicles).

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 6:40 pm
by Rohne
so it will basically be kind of a reduced AutoDrive, with internal route calculation comparable to CoursePlay's A* pathfinder. Definitely has much potential, but this will be a topic which we will talk about for years to come.
Will be interesting to see whether/how this is also able to work with one-way routes and backwards driving. Maybe an FS22 AutoDrive can be an extension of this standard helper, if API allows it and AD team wants it.

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 6:43 pm
by iwan073
Question is, will the AI do a better job at fieldwork?

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 7:05 pm
by BigAl Farming
This is AWESOME!!

It sounds very similar/based on the AI worker capability that was in FS18 (the mobile app version). Yes that was super simple & pretty basic, but it worked really, really well & was very effective, especially for workers carrying out carting activities.

Loving the addition of this into FS22! Thank you!

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 7:41 pm
by fenixguy
That's a nice update! Sounds like it is a bit more advanced than I had thought.

Looking forward to seeing some gameplay videos with it in action.

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 9:10 pm
by crash
If I can set a unload point on the harvester, and a truck/trailer to loop from that point to a storage it would be great:D

Re: About the AI worker in Farming Simulator 22...

Posted: Tue Nov 16, 2021 9:55 pm
by KCHARRO
This news is great ...

As I read the comments, I come to the conclusion that the AI should work similar to that of Cattle & Crops, with some improvements by Giants, and if it allows it (which it surely will), the Modders will be able to make adjustments and improve it even more. plus. What intrigues me the most is how field work will be done, mainly in fields that are not square or rectangular.

In any case, the occasional AI mistake will not be so problematic, since for each game, I always have to get the Courseplay and Autodrive from one or another jam.

As far as I'm concerned, it's a nice addition to FS22.

Thank you Giants for making the FS Series better and better ...