@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.
@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&A is beyond the capability of current AI approaches to solve.
@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.
@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.
I think that TripleA needs some features to direct the AI. There should be is an IsAI condition available, as well as some new event types, such as PurchaseQuantity, PurchaseProportion, PurchaseUpTo TransferUnits. I will prepare a formal feature proposal.
Hello, I've already posted in the axis and allies forum, but since the platform for the GNN I'm trying to build is here on TripleA, I was advised to post here as well.
I'm trying to build a neural network for a couple of Axis & Allies maps, specifically starting with the simplest 1941 game, then going to one of the three of 1942, Anniversary 40th, and G40, depending on how well we do with '41. It seems others recently have already been doing something similar, so hopefully there are people who can help. Me and a friend are trying to make a semi-competent AI that will hopefully improve and be better than the AI already in the game.
We are currently doing another project, where we are trying to find a simple formula to calculate battle odds without a battle calculator for in-person play, with hopefully about 5 variables but may be more or less depending on accuracy. Any advice for either is very helpful, currently we only have developed a pretty accurate 1941 battle calculator, but are fixing a bug where in naval battles with battleships the odds are 1% lower than the 1942 calculator (the most accurate seeming calculator we could find) had stated, but only had an error range of +-.4%. We will also try the TripleA battle calc, as previously we had used David Skelly's calculator but that seemed to be a little less accurate and consistent as 1942.