• [TestAI] Download and discussion

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    C
    @a-s This is awesome, thank you so much! You're the best.
  • Unclaimed territories by game end?

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    RogerCooperR
    @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.
  • Why You Can't Use AlphaZero for TripleA

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    RogerCooperR
    @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.
  • AI not understanding victory conditions?

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    RogerCooperR
    @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.
  • How well does AI handle Commander/Healer units?

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    TorpedoAT
    @TheDog Awsome, thats exactly what i was looking for. Thanks.
  • AI simulate multiple rounds

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    redrumR
    @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.
  • Lets help the AI purchase the unpurchaseable

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    T
    @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.
  • How to improve the AI without the Devs doing too much testing?

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    SchulzS
    I would really want allowing map makers to create separate AI files for their games as well.
  • Maps for AI Testing

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    T
    @TheDog Thank you for the maps
  • AI reports based on Aggression 1941

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    RogerCooperR
    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.

Recent Posts

  • @husky81
    So now you have your initial baseline results, Im hoping for now, that you stop using your Tokens verses Hard-AI, Easy-AI and Does Nothing, and just concentrate on using them, against Fast-AI ?

    What are your plans for testing for improvements to Claude-AI ?

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  • @TheDog said:

    the start they should form part of th

    For me, most of my games when playing humans end with economic victories, where one side has enough excess material and income that the other side resigns. There are exceptions, but generally economy ends up being more important than VC's. Of course many territories are important for multiple reasons, like Karelia, which blocks the western allies and the russians from linking up.

    I think they are important of course, but for now it's a later thing once the basics are covered.

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  • @husky81 said
    will not plan around VC Play.

    I think this should be a major part of your Executive planning that you are talking about in the other thread, owning the 13 VCs should be a major part of the "eyes on the prize" .

    A human player always has the VCs as part of their planning, so should Claude-AI.

    they aren't worth anything until a VC snipe is on the cards

    Totally disagree, from the start they should form part of the Claude-AI opening play, otherwise how will the Claude-AI ever win?

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  • @TheDog said:

    Claude-AI/NavalAgent needs guidances (helping hand) as to what is important to players. Then o

    It knows the value of capitals, and of production points per territory (it uses 1 inf per pu). it doesn't really concider vc's yet. those are tricky, because they aren't worth anything until a VC snipe is on the cards. for example, if I'm Germany and besieging moscow, on pace to take in say 2 turns turns. I don't care if USA can trade Italy, France and Karelia, unless they also have a bunch of VC's on the other side of the map.

    The bot does check the win condition ahead of its turn so it will try to retake a VC if it is about to lose, but will not plan around VC Play.

    read more