AI_Artificial Intelligence Flashcards
ai_AdjustPathsAroundDynamicObstacles
Set to 1/0 to enable/disable AI path adjustment around dynamic obstacles
ai_AgentStatsDist
Sets agent statistics draw distance, such as current goalpipe, command and target. Only Information on enabled AI objects will be displayed. To display more information on particular AI agent use ai_StatsTarget. Yellow line represents direction where AI is trying to move; Red line represents direction where AI is trying to look; Blue line represents forward dir (entity forward); Usage ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled.
ai_AllowAccuracyDecrease
Set to 1 to enable AI accuracy decrease when target is moving lateraly.
ai_AllowAccuracyIncrease
Set to 1 to enable AI accuracy increase when target is standing still
ai_AllowedToHitPlayer
if turned off, all agents will miss all the time
ai_AllTime
Displays the update times of all agents, in milliseconds. Usage: ai_AllTime [0/1] Default is 0 (off). Times all agents and displays the time used updating each of them. the name is colour coded to represent the update time. Green: less than 1ms (ok)
White: 1 ms to 5 ms
Red: more than 5ms
You must enable ai_DebugDraw before you can use this tool.
ai_AmbientFireEnable
Enable ambient fire system
ai_AmbientFireQuota
Number of units allowed to hit the player at a time
ai_AmbientFireUpdateInterval
Ambient fire update interval. Controls how often puppet’s ambient fire status is updated.
ai_AttemptStraightPath
Toggles AI attempting a simple straight path when possible. Default is 1 (on)
ai_BannedNavSoTime
Time indicating how long invalid navsos should be banned.
ai_BeautifyPath
Toggles AI optimisation of the generated path. Usage: ai_BeautifyPath [0/1] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimization (AI uses non-optimised path).
ai_BigBrushCheckLimitSize
to be used for finding big objects not enclosed into forbidden areas
ai_BurstWhileMovingDestinationRange
when using FIREMODE_BURST_WHILE_MOVING - only fire when within this distance to the destination
ai_CheckGoalpipes
Checks goalpipes and dumps report to console
ai_CheckWalkabilityOptimalSectionLength
The maximum segment length used by CheckWalkabilityFast when querying for world geometry from physics. Default: 1.75
ai_CloakIncrementMod
how fast cloak fades away
ai_CloakMaxDist
closer than that - cloak starts to fade out
ai_CloakMinDist
closer than that Cloak not effective
ai_CodeCoverageMode
Set current mode of Code Coverage system. 0= off, 1=smart, 2=silent, 3=force
ai_CollisionAvoidanceAgentExtraFat
Extra radius to use in Collision Avoidance calculations as a buffer.
ai_CollisionAvoidanceAgentTimeHorizon
Time horizon used to calculate an agent’s collision free velocity against static obstacles.
ai_CollisionAvoidanceObstacleTimeHorizon
Time horizon used to calculate an agent’s collision free velocity against static obstacles
ai_CollisionAvoidancePathEndCutoffRange
Distance from it’s current path end for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
ai_CollisionAvoidanceRange
Range for collision avoidance
ai_CollisionAvoidanceSmartObjectCutoffRange
Distance from it’s next smart object for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
ai_CollisionAvoidanceTargetCutoffRange
Distance from it’s current target for an agent to stop avoiding obstacles. Other actors will still avoid the agent.
ai_CollisionAvoidanceTimestep
TimeStep used to calculate an agent’s collision free velocity.
ai_commTest
Tests communication for the specified AI Actor. If no communication name is specified all communications will be played. Usage: ai_commTest [commName]
ai_commTestStop
Stop currently playing communication for the specified AI Actor. Usage: ai_commTestStop
ai_CompatibilityMode
Set AI features to behave in earlier milestones - please use sparingly
ai_CoolMissesBoxHeight
Vertical size of the box to collect potential cool objects to shoot at.
ai_CoolMissesBoxSize
Horizontal size of the box to collect potential cool objects to shoot at
ai_CoolMissesCooldown
Global time between potential cool misses
ai_CoolMissesMaxLightweightEntityMass
Maximum mass of a non-destroyable, non-deformable, non-breakable rigid body entity to be considered
ai_CoolMissesMinMissDistance
Maximum distance to go away from the player
ai_CoolMissesProbability
Agents’ chance to perform a cool miss
ai_CoverExactPositioning
Enables using exact positioning for arriving at cover. Usage: ai_CoverPredictTarget [0/1]
Default x is 0 (off) 0-disable 1-enable
ai_CoverMaxEyeCount
Max numbers of observers to consider when selecting cover. Usage: ai_CoverMaxEyeCount
ai_CoverPredictTarget
Enables simple cover system target location prediction. Usage: ai_CoverPredictTarget x Default x is 0.0 (off)
x-how many seconds to look ahead
ai_CoverSpacing
Minimum spacing between agents when choosing cover.
Usage: ai_CoverPredictTarget
x - spacing width in meters
ai_CoverSystem
Enables the cover system.
Usage: ai_CoverPredictTarget
x - Spacing width in meters
ai_CrouchVisibleRange
Max perception range for AI when player is crouching
ai_CrowdControlInPathfind
Toggles AI using crowd control in pathfinding. Usage: ai_CrowdControlInPathfind [0/1]
ai_DebugBehaviorSelection
Display behaviour selection information for a specific agent Usage: ai_DebugBehaviorSelection
ai_DebugCheckWalkability
Toggles output of check walkability information, as well as allowing the use of tagpoints named CheckWalkabilityTestStart/End to trigger a test each update. Default 0 is off
ai_DebugCheckWalkabilityRadius
Radius to use for the per-frame debug CheckWalkability test
ai_DebugCollisionAvoidanceForceSpeed
Force agents velocity to it’s current direction time the specified value
ai_DebugCollisionAvoidanceUpdateVelocities
Enable/disable agents updating their velocities after processing collision avoidance
ai_DebugDraw
Toggles the AI debugging view. Usage: ai_DebugDraw [-1/0/1] Default is 0 (minimal), value -1 will draw nothing, value 1 displays AI rays and targets and enables the view for other AI debugging tools.
ai_DebugDrawAdaptiveUrgency
Enables drawing the adaptive movement urgency.
ai_DebugDrawAmbientFire
Displays fire quota on puppets
ai_DebugDrawArrowLabelsVisibilityDistance
Provided ai_DebugDraw >0, if the camera is closer to an agent than this distance, agent arrows for look/fire/move arrows will have labels. Usage: ai_DebugDrawArrowLabelsVisibilityDistance [distance] Default is 0.
ai_DebugDrawAStarOpenList
Draws the A* open list for the specified AI agent. Usage: ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding =1 to be activated
ai_DebugDrawAStarOpenListTime
The amount of time to draw the A*open list
ai_DebugDrawBannedNavsos
Toggles drawing banned navsos [default 0 is off]
ai_DebugDrawCollisionAvoidance
Enable Debugging obstacle avoidance system.
ai_DebugDrawCollisionAvoidanceAgentName
Name of the agent to draw collision avoidance data for.
ai_DebugDrawCommunication
Displays communication debug information. Usage: ai_DebugDraw Communication [0/1/2] 0- disabled (default) 1- draw playing and queued comms. 2- draw debug history for each entity. 5 - extended debugging (to log)
ai_DebugDrawCommunicationHistoryDepth
Tweaks how many historical entries are displayed per entity. Usage: ai_DebugDrawCommunicationHistoryDepth [depth]
ai_DebugDrawCoolMisses
Toggles displaying the cool miss locations around the player. Usage: ai_DebugDrawCoolMisses [0/1]
ai_DebugDrawCoordination
Displays coordination debug information. Usage: ai_DebugDrawCoordination [0/1/2] Default is 0 (off). 1 is in-game graphics. 2 is detailed text.
ai_DebugDrawCover
Displays cover debug information. Usage: ai_DebugDrawCover [0/1/2] Default is 0 (off)
0-off
1-currently being used
2- all in 50m range (slow)
ai_DebugDrawCoverLocations
Displays cover locations. Usage: ai_DebugDrawCoverLocations [0/1]
Default is 0 (off)
ai_DebugDrawCoverPlanes
Displays cover planes. Usage: ai_DebugDrawCoverPlanes [0/1]
Default is 0 (off)
ai_DebugDrawCoverSampler
Displays cover sampler debug rendering.
Usage: ai_DebugDrawCoverSampler [0/1/2/3]
Default is 0 (off)
ai_DebugDrawCrowdControl
Draws crowd control debug information 0=off, 1=on
ai_DebugDrawDamageControl
Debugs the damage control system 0=disabled, 1=collect, 2=collect and draw
ai_DebugDrawDamageParts
Draws the damage parts of puppets and vehicles.
ai_DebugDrawDeadBodies
Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw>0)
ai_DebugDrawDynamicCoverSampler
Displays dynamic cover sampler debug rendering. Usage: ai_DebugDrawDynamicCoverSampler [0/1]
Default is 0 (off)
0-off
1-on
ai_DebugDrawDynamicHideObjectsRange
Sets the range for drawing dynamic hide objects a
ai_DebugDrawEnabledActors
list of AI Actors that are enabled and metadata
ai_DebugDrawEnabledPlayers
list of AI players that are enabled and metadata
ai_DebugDrawExpensiveAccessoryQuota
Displays expensive accessory usage quota on puppets
ai_DebugDrawFileCommand
Toggles Displaying the fire command targets and modifications. Usage: ai_DebugDrawFileCommand [0/1]
ai_DebugDrawFlight2
Set AI features to behave in earlier milestones
ai_DebugDrawGroups
Toggles AI Groups debugging view. Usage ai_DebugDrawGroups [0/1]
ai_DebugDrawHashSpaceAround
Validates and draws the navigation node hash space around specified entity
ai_DebugDrawHidespotRange
Sets the range for drawing hidespots around the player (needs ai_DebugDraw >0 )
ai_DebugDrawLightLevel
Debug AI light level manager
ai_DebugDrawPathfinderQueue
Displays list of paths queued up, and info on current progress of path finder
ai_DebugDrawPhysicsAccess
Displays current physics access statistics for the AI module
ai_DebugDrawPlayerActions
Debug draw special player actions
ai_DebugDrawReinforcements
Enables debug draw for reinforcement logic for specified group. Usage: ai_DebugDrawReinforcements , or -1 to disable
ai_DebugDrawStanceSize
Draws teh game logic representation of the stance size of the AI agents.
ai_DebugDrawVegetationCollisionDist
Enables drawing vegetation collision closer than a distance projected onto the terrain
ai_DebugDrawVisionMap
Sets AI VisionMap Debug Draw Mode. Default is 0 - off. 0-off, 1-performance only 2-everything
ai_DebugDrawVolumeVoxels
Toggles the AI debugging drawing of voxels in volume generation. Usage: ai_DebugDrawVolumeVoxels [0,1,2,etc]
Default is 0 (off)
+n draws all voxels with original value >=n
-n draws all voxels with original value = n
ai_DebugGroupCoordinationSelection
Displays coordination selection information for specific group. Usage: ai_DebugGroupCoordinationSelection
ai_DebugHideSpotName
Debug HideSpot Name
ai_DebugInterestSystem
Displays debugging information on interest system
ai_DebugPathfinding
Toggles output of pathfinding information [default 0 is off]
ai_DebugPerceptionManager
Draws perception manager performance overlay. 0=disable, 1=vis checks, 2=stimulus
ai_DebugRangeSignaling
Enables Range Signaling Debug Screen
ai_DebugSignalTimers
Enable Signal Timers Debug Screen
ai_DebugTacticalPoints DUMPTODISK
Display debugging information on tactical point selection system
ai_DebugTacticalPointsBlocked
Highlight with red spheres any points blocked by generation phase, eg. occupied points
ai_DebugTargetSilhouette
Draws the silhouette used for missing the target while shooting.
ai_DebugTargetTracksAgent
Draws the target tracks for the given agent
Usage: ai_DebugTargetTracksAgent AIName Default is ‘none’. AIName is the name of the AI agent to debug
ai_DebugTargetTracksConfig
Draws the information contained in the loaded target track configuration to the screen
ai_DebugTargetTracksConfig_Filter
Filter what configurations are drawn when debugging target tracks. Usage: ai_DebugTargetTracksConfig_Filter Filter Default is ‘none’. Filter is a substring that must be in the configuration name
ai_DebugTargetTracksTarget
Draws lines to illustrate where each agent’s target is Usage: ai_DebugTargetTracksTarget 0/1/2 0=off. 1= Show Best target. 2= Show all possible targets.
ai_DebugWalkabilityCache
Toggles allowing the use of tag points named WalkabilityCacheOrigin to cache walkability
ai_DrawAgentFOV
Toggles the vision cone of the AI agent Usage: ai_DrawAgentFOV [0….1]
Default is 0 (off), value 1 will draw the cone all the way to the sight range, value0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used
ai_DrawAgentStats
Flag field specifying which of the overhead agent stats to display:
N-name, k-groupID, d-distances, c-cover info, B-currently selected behaviour node, b - current behaviour, t-target info, G-goal pipe, g-goal op, S-stance, f-fire, w-territory/wave, p-pathfinding status, l-light level (perception) status, D-various direction arrows (aim target, move target, …) status, p-position, 3- don’t skip the player
ai_DrawAgentStatsGroupFilter
Filters Debug Draw Agent Stats displays to the specified groupIDs separated by spaces usage: ai_DrawAgentStatsGroupFilter 1011 1012
ai_DrawAreas
Enables/Disables drawing behaviour related to areas.
ai_DrawAttentionTargetPositions
Displays markers for the AI’s current attention target position
ai_DrawBadAnchors
Toggles drawing out of bounds AI Objects of particular type for debugging AI. Valid only for 3D navigation. Draws red spheres at positions of anchors which are located out of navigation volumes. Those anchors have to be moved. 0-off, 1-on
ai_DrawBulletEvents
Debug draw the bullet events the AI system processes 0=disable, 1=enable
ai_DrawCollisionEvents
Debug draw the collision events the AI system processes 0=disable, 1=enable
ai_DrawDistanceLUT
Draws the distance lookup table graph overlay