<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[AI]]></title><description><![CDATA[All topics related to the AI player&#x27;s performance and logic]]></description><link>https://forums.triplea-game.org/category/62</link><generator>RSS for Node</generator><lastBuildDate>Fri, 08 May 2026 17:04:59 GMT</lastBuildDate><atom:link href="https://forums.triplea-game.org/category/62.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 13 Feb 2026 16:31:50 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[neural network development-suggestions welcome]]></title><description><![CDATA[@dsiof You may want to checkout the Minimap mod, the simplest non-trivial mod on the site.
]]></description><link>https://forums.triplea-game.org/topic/4264/neural-network-development-suggestions-welcome</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/4264/neural-network-development-suggestions-welcome</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Fri, 13 Feb 2026 16:31:50 GMT</pubDate></item><item><title><![CDATA[AI Not Adding AA to Vulnerable Factory 2.7]]></title><description><![CDATA[@panther Oops, I apologize! It was WWII Classic 3rd Edition.
]]></description><link>https://forums.triplea-game.org/topic/4142/ai-not-adding-aa-to-vulnerable-factory-2-7</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/4142/ai-not-adding-aa-to-vulnerable-factory-2-7</guid><dc:creator><![CDATA[Sculpt]]></dc:creator><pubDate>Sat, 19 Apr 2025 21:17:14 GMT</pubDate></item><item><title><![CDATA[ww2v5 AI Stacking, No Good Reason to Fix It]]></title><description><![CDATA[@rogercooper said...

@igbi Be careful with making every VC a capital. The AI can overdo it, focusing too much on it.

But Roger, unlike your mods, there's no nuance or sophistication to my mods. They're a brutal reduction.
Ha, ha. You tell me one thing. TheDog tells me another. A rock. A hard place. I'm between them? No, no, I'm over to the side, just a blip on the screen. Only the storage scope will show that I've been here.

It would be good if the AI had direct support for victory cities, at a level intermediate between capitals and normal territories.

Don't know the details in any way, manner, or fashion. But the best of AIs would require no tweaking by us, except to weaken it, which would be in the options.
There are things of number value all over the map. Those numbers, along with the tagging of what has to be captured should be enough information for a super-strong AI to calculate a plan.
A strategy, with battle tactics to carry it out, adapting as needed to what the opponent does.
But maybe you're talking about something else.
--IGBI
]]></description><link>https://forums.triplea-game.org/topic/4121/ww2v5-ai-stacking-no-good-reason-to-fix-it</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/4121/ww2v5-ai-stacking-no-good-reason-to-fix-it</guid><dc:creator><![CDATA[igbi]]></dc:creator><pubDate>Mon, 17 Mar 2025 01:43:17 GMT</pubDate></item><item><title><![CDATA[Command line AI vs AI play feature]]></title><description><![CDATA[@cernel said in Command line AI vs AI play feature:

@igbi said in Command line AI vs AI play feature:

The ww2v0 is my naming to make it line up with ww2v2 to ww2v6.

When 1, 2 and 3 actually mean first, second and third, there is no zero (traditionally). What comes immediately before 1 is -1.
Anyway, Classic Second Edition is V1. Mind you, "V1" stands for "Classic", not for the edition here: the Classic Third Editions, basic or Iron Blitz, are also V1.

No need to reply here. But when writing a response to the last post, I thought there was a going to be context in another post to engage in long-windedness, but actually there's not.
And then I thought, I'll go ahead and summarize some thoughts anyway about "Some Hypothetical Great A&amp;A Analysis Tool vs What is an AI", but in the light of that every good thing comes to an end, every marginally good thing needs to be brought to an end.
As to confusion amongst naming, there's the manufacturer, a large corporation, and then there's the user. The user is looking for free software written by benevolent developers, and confusion on the user's part results in the wasted effort of answering the same questions over and over.
As to the large corporations, confusion many times makes them money. Bought that $100 version instead of the $45 version, because you were confused?
The Original Topic Title
I put out a request. Maybe in a year or two the developers decide it's something they want.
I only created an account to make the request. The software is good as it is.
--IGBI
]]></description><link>https://forums.triplea-game.org/topic/4119/command-line-ai-vs-ai-play-feature</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/4119/command-line-ai-vs-ai-play-feature</guid><dc:creator><![CDATA[igbi]]></dc:creator><pubDate>Thu, 13 Mar 2025 17:01:16 GMT</pubDate></item><item><title><![CDATA[Setting DO NOTHING the AI still does something]]></title><description><![CDATA[@thedog fantastic! Thanks!
]]></description><link>https://forums.triplea-game.org/topic/4087/setting-do-nothing-the-ai-still-does-something</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/4087/setting-do-nothing-the-ai-still-does-something</guid><dc:creator><![CDATA[Taichunger]]></dc:creator><pubDate>Sat, 01 Feb 2025 23:54:40 GMT</pubDate></item><item><title><![CDATA[Python Database]]></title><description><![CDATA[@kindwind You will need to parse the data yourself, by using functions like instr() in Excel or find/replace in Notepad.
I have used Microsoft Access to import everything, but even then the results were not easy to use.
]]></description><link>https://forums.triplea-game.org/topic/4057/python-database</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/4057/python-database</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Tue, 24 Dec 2024 23:46:23 GMT</pubDate></item><item><title><![CDATA[Make AI able to understand &quot;bombardment&quot; units]]></title><link>https://forums.triplea-game.org/topic/3786/make-ai-able-to-understand-bombardment-units</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3786/make-ai-able-to-understand-bombardment-units</guid><pubDate>Sun, 14 Apr 2024 16:15:58 GMT</pubDate></item><item><title><![CDATA[Is the Hard AI Broken?]]></title><description><![CDATA[@beelee What is interesting is that this not a problem using the Fast AI. A few months back, there was an issue with big transport fleets not landing that affected both AI's. The non-landing issue seems resolved.
]]></description><link>https://forums.triplea-game.org/topic/3769/is-the-hard-ai-broken</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3769/is-the-hard-ai-broken</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Wed, 27 Mar 2024 23:14:32 GMT</pubDate></item><item><title><![CDATA[What changes would it take to make TWW playable by Hard AI]]></title><description><![CDATA[@thedog TWW is unlike any other map u should def check it out
]]></description><link>https://forums.triplea-game.org/topic/3742/what-changes-would-it-take-to-make-tww-playable-by-hard-ai</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3742/what-changes-would-it-take-to-make-tww-playable-by-hard-ai</guid><dc:creator><![CDATA[ubernaut]]></dc:creator><pubDate>Mon, 26 Feb 2024 18:14:16 GMT</pubDate></item><item><title><![CDATA[&quot;Game Database&quot;]]></title><description><![CDATA[@beelee said in "Game Database":

https://www.axisandallies.org/forums/topic/30807/league-general-discussion-thread/1816

Thanks! I will check those out.
]]></description><link>https://forums.triplea-game.org/topic/3727/game-database</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3727/game-database</guid><dc:creator><![CDATA[Hayden Whitley]]></dc:creator><pubDate>Tue, 06 Feb 2024 23:58:17 GMT</pubDate></item><item><title><![CDATA[AI Refuses to Land]]></title><description><![CDATA[@beelee Turning off Low Luck does not help. Changing to Fast AI does not help. The US fleet ignores an undefended Tokyo and lands in Palawan.
]]></description><link>https://forums.triplea-game.org/topic/3680/ai-refuses-to-land</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3680/ai-refuses-to-land</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Wed, 29 Nov 2023 00:48:50 GMT</pubDate></item><item><title><![CDATA[Are dice loaded?]]></title><description><![CDATA[On a personal note, the only time I've seen "Loaded Dice" was when they were next to an ashtray with a marijuana cigarette

]]></description><link>https://forums.triplea-game.org/topic/3451/are-dice-loaded</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3451/are-dice-loaded</guid><dc:creator><![CDATA[beelee]]></dc:creator><pubDate>Mon, 27 Mar 2023 14:09:55 GMT</pubDate></item><item><title><![CDATA[Smarter defending of &quot;strategic important points&quot;]]></title><description><![CDATA[There are two different issues here, the ability to define territories as important and the vulnerability of the AI to can-opener attacks.
As of now, the AI only pays special attention to capitals. In fact, the AI will play listlessly on a map without capitals. It would be desirable for the AI to pay extra attention to victory cities.
The second issue, is the AI's vulnerability to can opener attacks. It understands how to make such attacks, but it doesn't understand how to defend against them.
Both these problems are fixable in the scope of the current AI. If nothing else, coastal capitals should be garrisoned if there is any potential vulnerability to can opener attacks.
]]></description><link>https://forums.triplea-game.org/topic/3431/smarter-defending-of-strategic-important-points</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3431/smarter-defending-of-strategic-important-points</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Wed, 22 Feb 2023 18:46:19 GMT</pubDate></item><item><title><![CDATA[AI Compatibility in Unit Spawning Scenarious]]></title><description><![CDATA[Yes, there is something in 2.6 that errors on G1 turn and does not give any detail to fix it, which is a shame because 2.6 is better and faster than 2.5
So I would install 2.5.22294
I have 4 version of TripleA install, just put the version behind the TripleA-2.5.22294
]]></description><link>https://forums.triplea-game.org/topic/3418/ai-compatibility-in-unit-spawning-scenarious</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3418/ai-compatibility-in-unit-spawning-scenarious</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Wed, 15 Feb 2023 23:48:42 GMT</pubDate></item><item><title><![CDATA[Leadership Optimism &#x2F; Regime Change]]></title><description><![CDATA[I dont know, but @redrum does, as its his bag.
]]></description><link>https://forums.triplea-game.org/topic/3414/leadership-optimism-regime-change</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3414/leadership-optimism-regime-change</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Sat, 11 Feb 2023 16:01:13 GMT</pubDate></item><item><title><![CDATA[AI won&#x27;t use trains&#x2F;railroads]]></title><description><![CDATA[@rogercooper I will try increasing the move value of all the units. The base problem I am trying to solve is that I have a large map and I don't want it to take forever to move units across it.
]]></description><link>https://forums.triplea-game.org/topic/3382/ai-won-t-use-trains-railroads</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3382/ai-won-t-use-trains-railroads</guid><dc:creator><![CDATA[iratoric]]></dc:creator><pubDate>Sat, 07 Jan 2023 17:26:40 GMT</pubDate></item><item><title><![CDATA[[TestAI] Download and discussion]]></title><description><![CDATA[@a-s This is awesome, thank you so much! You're the best.
]]></description><link>https://forums.triplea-game.org/topic/3029/testai-download-and-discussion</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3029/testai-download-and-discussion</guid><dc:creator><![CDATA[cosmo]]></dc:creator><pubDate>Sat, 27 Nov 2021 09:45:39 GMT</pubDate></item><item><title><![CDATA[Why You Can&#x27;t Use AlphaZero for TripleA]]></title><description><![CDATA[@beelee I am in agreement. The current TripleA AI is pretty good, although it has some fixable glitches. I think the further improvements should come from the ability to create specific heuristics  for the AI for specific nations and scenarios.
What isn't going to happen is the creation of neural net style AI that will play well. A&amp;A is beyond the capability of current AI approaches to solve.
]]></description><link>https://forums.triplea-game.org/topic/3022/why-you-can-t-use-alphazero-for-triplea</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3022/why-you-can-t-use-alphazero-for-triplea</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Tue, 16 Nov 2021 03:28:39 GMT</pubDate></item><item><title><![CDATA[Unclaimed territories by game end?]]></title><description><![CDATA[@thedog You may want to submit this as an actual issue with AI log. It maybe that it always focusing on the big opposing armies and view the neutral spaces as low priority.
]]></description><link>https://forums.triplea-game.org/topic/3021/unclaimed-territories-by-game-end</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/3021/unclaimed-territories-by-game-end</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Mon, 15 Nov 2021 17:15:01 GMT</pubDate></item><item><title><![CDATA[AI not understanding victory conditions?]]></title><description><![CDATA[@dadude9211 The AI does not make any special effort to take or defend VC's. The AI does not normally try.to protect anything other than capitals or factories.
You could simply uncheck projection of power and check honorable surrender instead in the opening screen.
]]></description><link>https://forums.triplea-game.org/topic/2721/ai-not-understanding-victory-conditions</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/2721/ai-not-understanding-victory-conditions</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Sun, 21 Mar 2021 23:14:25 GMT</pubDate></item><item><title><![CDATA[How well does AI handle Commander&#x2F;Healer units?]]></title><description><![CDATA[@TheDog Awsome, thats exactly what i was looking for.
Thanks.
]]></description><link>https://forums.triplea-game.org/topic/2610/how-well-does-ai-handle-commander-healer-units</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/2610/how-well-does-ai-handle-commander-healer-units</guid><dc:creator><![CDATA[TorpedoA]]></dc:creator><pubDate>Thu, 28 Jan 2021 03:06:13 GMT</pubDate></item><item><title><![CDATA[AI simulate multiple rounds]]></title><description><![CDATA[@Trevan Currently, the AI simulates the current turn to the end to determine what it should purchase based on estimated moves/battles. It doesn't simulate future turns due to how quickly the search tree explodes and how long it takes to run. You would need an incredible amount of optimization and fairly accurate prediction of moves/battles to slim the search tree to achieve that.
]]></description><link>https://forums.triplea-game.org/topic/2523/ai-simulate-multiple-rounds</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/2523/ai-simulate-multiple-rounds</guid><dc:creator><![CDATA[redrum]]></dc:creator><pubDate>Thu, 24 Dec 2020 17:42:41 GMT</pubDate></item><item><title><![CDATA[Lets help the AI purchase the unpurchaseable]]></title><description><![CDATA[@TheDog said in Lets help the AI purchase the unpurchaseable:

Would this AI project conflict with what Trevan is currently doing?

No.  My AI is completely different from @redrum's.  So changes to his ai wouldn't affect mine.
]]></description><link>https://forums.triplea-game.org/topic/2510/lets-help-the-ai-purchase-the-unpurchaseable</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/2510/lets-help-the-ai-purchase-the-unpurchaseable</guid><dc:creator><![CDATA[Trevan]]></dc:creator><pubDate>Thu, 17 Dec 2020 10:49:02 GMT</pubDate></item><item><title><![CDATA[Maps for AI Testing]]></title><description><![CDATA[@TheDog Thank you for the maps
]]></description><link>https://forums.triplea-game.org/topic/2504/maps-for-ai-testing</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/2504/maps-for-ai-testing</guid><dc:creator><![CDATA[Trevan]]></dc:creator><pubDate>Tue, 15 Dec 2020 04:41:48 GMT</pubDate></item><item><title><![CDATA[How to improve the AI without the Devs doing too much testing?]]></title><description><![CDATA[I would really want allowing map makers to create separate AI files for their games as well.
]]></description><link>https://forums.triplea-game.org/topic/2494/how-to-improve-the-ai-without-the-devs-doing-too-much-testing</link><guid isPermaLink="true">https://forums.triplea-game.org/topic/2494/how-to-improve-the-ai-without-the-devs-doing-too-much-testing</guid><dc:creator><![CDATA[Schulz]]></dc:creator><pubDate>Sat, 12 Dec 2020 10:03:27 GMT</pubDate></item></channel></rss>