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    • B

      Multi Game 2 barnee Trout vs Alex Panzer

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      A
      @beelee Yea, I got some lucky dice keeping all my units alive there - now I wish I sent more elsewhere...
    • T

      How to add to Big World Variations

      Watching Ignoring Scheduled Pinned Locked Moved Maps & Mods
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      14 Posts
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      RogerCooperR
      @thehobbesian I have confirmed that I already have the mod downloaded to my system and I have added this to my queue of TripleA things to do.
    • KindwindK

      Game Engine Rules (AI Training)

      Watching Ignoring Scheduled Pinned Locked Moved Development
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      25 Posts
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      RogerCooperR
      There is some other questionable stuff going on in Germany's first turn. NONCOM 5 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer) NONCOM Germany -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD NONCOM Southern Europe -> 7 Sea Zone (1 x infantry) << LOAD NONCOM 7 Sea Zone -> Western Europe (1 x infantry) << UNLOAD How did Germany make a non-combat move from 5 Sea Zone to 7 Sea Zone. Didn't the British object? How did the Germans load a transport in 7 Sea Zone from Germany and Southern Europe. And then unload in Western Europe. It would seem to be failure of basic rules and map implementation. I don't think a LLM can learn to play a game like Axis & Allies. A neural net like AlphaZero might fare better, but in either case you need to implement the rules separately from the decision-making.
    • LaFayetteL

      TripleA Server Costs

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      E
      @Cernel When the Revised Ladder bots were crashing frequently, I moved them onto Amazon Web Services and reworked how they were launched and maintained. AWS is a cloud hosted Linux server, so the bots run remotely rather than depending on my own computer, home internet connection, or an open SSH window. I connect to the server through SSH, but the bots themselves run inside persistent tmux sessions. tmux is useful here because it separates the bot process from the temporary SSH connection. I can disconnect from the server, close my laptop, or lose my local connection without terminating the bot. Each bot has its own named session, which also makes it easier to inspect or restart one without affecting the other. The main upkeep commands are: tmux ls This shows whether the bot sessions are still present. tmux attach -t revised_ladder tmux attach -t revised_ladder2 These reconnect me to the live console output for either bot so I can inspect errors, freezes, or lobby disconnects. To leave a session while keeping the bot running: Ctrl+B, then D If the bot is frozen rather than fully gone, I can attach to the session, stop the process with Ctrl+C, and relaunch it using the relevant startup script. I also set up the launch process so that if a bot process actually disappears or exits, it is automatically started again. In other words, the server does not simply leave the bot offline after a crash. The surrounding startup or monitoring process detects that the bot is no longer running and relaunches it. That does not necessarily fix every possible freeze, since a frozen process may still technically exist, but it does handle ordinary crashes and unexpected exits without requiring me to log in immediately. So the overall setup has three layers: AWS provides the continuously available cloud server. tmux keeps the bot sessions alive independently of SSH. The restart logic relaunches a bot when its process exits or disappears. This is what I implemented when the bots were crashing a lot. Since then, the AWS and tmux setup has generally been stable, and the automatic restart behavior has reduced the amount of manual intervention needed.
    • B

      barnee vs beelee EXP 2.59

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      B
      Game History Round: 4 Purchase Units - ANZAC ANZAC buy 1 Escort, 3 Fortifications, 1 air_transport, 1 artillery and 1 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Combat - ANZAC Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Finland Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Non Combat Move - ANZAC Trigger RussiansParaBoost atFinland: Russians has 1 russian_paraBoost placed in Finland Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone 1 air_transport moved from New South Wales to Queensland 2 infantry and 1 mine_unarmed moved from New South Wales to Queensland 1 destroyer moved from 62 Sea Zone to 54 Sea Zone 1 cruiser moved from 49 Sea Zone to 54 Sea Zone 1 destroyer moved from 46 Sea Zone to 54 Sea Zone 2 infantry moved from Queensland to 54 Sea Zone 2 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone 1 transport moved from 56 Sea Zone to 54 Sea Zone 1 transport moved from 42 Sea Zone to 54 Sea Zone 2 infantry moved from 42 Sea Zone to Java Place Units - ANZAC 3 Fortifications placed in Java 1 Escort placed in 62 Sea Zone 1 air_transport, 1 artillery and 1 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 17 PUs; end with 17 PUs Trigger ANZAC Liberates Celebes: ANZAC met a national objective for an additional 1 Optional[PUs]; end with 18 Optional[PUs] Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 20 Optional[PUs] Combat Move - French Combat - French Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Finland Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 119 Sea Zone Non Combat Move - French Trigger RussiansParaBoost atFinland: Russians has 1 russian_paraBoost placed in Finland Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone Trigger Wolfpack at119 SeaZones: Germans has 1 Wolfpack placed in 119 Sea Zone 1 destroyer moved from 80 Sea Zone to 81 Sea Zone Turn Complete - French Combat Hit Differential Summary : EXP bvsb 7-1-26 F3.tsvg End Late 1941 [image: 1785517846422-screenshot-from-2026-07-31-12-10-33.png] [image: 1785518257678-screenshot-from-2026-07-31-12-16-54.png] [image: 1785518268386-screenshot-from-2026-07-31-12-17-24.png]
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