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    Game Engine Rules (AI Training)

    Scheduled Pinned Locked Moved Development
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    • KindwindK Offline
      Kindwind @RogerCooper
      last edited by

      @rogercooper Got it the 1st signal! There it is — amphibious tracking is live:

      Game 1: 1500 moves, R18 — 1 amphib, 4 loads (troops loaded onto ships 4 times, landed once)
      Game 2: 434 moves, R5 — 1 amphib, 2 loads (quick game but still had a landing!)
      That's the signal we were looking for. Even in a short 5-round game, there's an amphibious assault happening. The golden data anchor is keeping the naval knowledge alive in the training mix.

      The numbers are still low (human-level play would be 6-8 amphibs per game), but the fact that they're non-zero even in these early games is promising. As training continues and the golden data keeps reinforcing "ships can land troops," we should see this number climb.

      Everything is running with all the new features:

      Golden lock (30% buffer = 15K ProAI samples)
      Buffer persistence (saves every gen)
      Crash recovery (auto-save + --resume)
      Per-game amphibious display
      Anti-stalling fixes from before
      If it crashes overnight, just run:

      python -m colossus.selfplay --resume --golden-data data/proai_golden.pkl --generations 50 --sims 50 --games-per-gen 15 --train-batches 200 --eval-every 5 --eval-games 4 --batch-size 256 --lr 1e-4 --buffer-size 50000 --checkpoint-every 5 --temp-rounds 3
      Game 1: 1500 moves, R18 — 1 amphib, 4 loads (troops loaded onto ships 4 times, landed once)
      Game 2: 434 moves, R5 — 1 amphib, 2 loads (quick game but still had a landing!) so it was an attack or just a load?
      Good catch — let me be precise about what those numbers mean.

      amphib=1 means 1 move where a unit went from a sea zone → land territory. That's an actual landing (unload onto enemy/neutral coast).

      loads=2 or 4 means units went from land → sea zone. That's loading troops onto transports.

      So in Game 2: troops loaded onto ships twice, and one of those transported groups actually landed on a coast. That's a real amphibious operation — load, sail, unload.

      But — there's a nuance I should flag. Our detection logic counts any sea→land move as "amphibious," even if it's just unloading at a friendly port during non-combat movement. A true amphibious assault is specifically unloading into a hostile territory during the combat move phase. We're not distinguishing between:

      Amphibious assault (landing on enemy territory to fight)
      Amphibious transfer (unloading at your own coast)
      Right now the code just checks from_territory in sea_zones and to_territory not in sea_zones. It doesn't know if the destination is enemy-held or if it's combat vs non-combat phase.

      So that amphib=1 might be an actual D-Day style assault, or it might just be UK moving troops from a transport to a friendly coast. Still a sign of naval power projection either way, but worth knowing the signal is noisy.

      Want me to refine the detection to distinguish hostile landings from friendly transfers, or is the rough signal good enough for now?

      what do we need just the rought signal right now?
      Yeah, the rough signal is fine for now. What we care about at this stage is: are ships moving troops at all?

      Before the golden data, the answer was basically no — ships sailed around aimlessly. Now we're seeing loads and landings. Whether it's a hostile assault or friendly transfer, both require the network to understand "put troops on ship → move ship → take troops off ship." That's the multi-step reasoning we needed.

      We can refine hostile vs friendly detection later once the numbers are high enough to be worth splitting. Right now 1-2 per game is so low that subdividing it would just be noise.

      Let's let this run overnight and check the generation summaries tomorrow. The key metrics to watch:

      amphib/game trending up (golden data reinforcing naval play)
      draw rate trending down (anti-stalling penalties propagating)
      loss decreasing (network actually learning from the mixed buffer) 9:42 2/28/2026! will have other problems though this pretty hard stuff to crack for a non coder person.

      ubernautU 1 Reply Last reply Reply Quote 2
      • ubernautU Offline
        ubernaut Lobby Moderators @Kindwind
        last edited by

        @kindwind interesting possibly relevant edit post today:

        https://www.reddit.com/r/AxisAllies/comments/1rhzj4m/can_llms_play_this_game/

        "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

        KindwindK 1 Reply Last reply Reply Quote 1
        • KindwindK Offline
          Kindwind @ubernaut
          last edited by

          @ubernaut that's the plan. I am going to do an LLM native ai. My final deliverable is a person takes their revised .tsvg game save of where they are at gets advice and then tells the lmm to play the other side. I think it's neat. Others not so much. I was thinking that people might like a Markov chain battle calculator too in the final deliverable too.

          This is pretty hard for a guy who doesn't really code. I am sure my code is a mess but it works so there is that.

          Trying to just have Claude play Claude calling my engine and a database seemed like a good idea to which I think he was doing too but the cost was like 1.20 a game and for 100,000 games the math didn't math. I tried using Qwen but it's not smart enough. Then there was another problem about distillation from Claude

          I am stuck with ML for now and training it that way until I get an ok player and then a good player and then a super human player. It might not even work either no one has done this before made one work. I think I can get there just a wish right now.

          Pretty sure I can get a really good heuristic model if this fails.

          B ubernautU 2 Replies Last reply Reply Quote 2
          • B Offline
            beelee @Kindwind
            last edited by

            @kindwind said in Game Engine Rules (AI Training):

            This is pretty hard for a guy who doesn't really code. I am sure my code is a mess but it works so there is that.

            RightArm.png salute.png

            Rock On !!!.png

            1 Reply Last reply Reply Quote 0
            • ubernautU Offline
              ubernaut Lobby Moderators @Kindwind
              last edited by

              @kindwind interested to see your progress 🙂

              "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

              1 Reply Last reply Reply Quote 1
              • KindwindK Offline
                Kindwind
                last edited by

                Project: Training an AI to play Axis & Allies from scratch using AlphaZero-style self-play

                Architecture:

                Custom Rust game engine (PyO3 bindings to Python) running the full A&A ruleset — purchases, combat moves, naval transports, amphibious assaults, strategic bombing, tech research, the works
                Graph Neural Network (GNN) treating the 143-territory board as a graph with attention-based message passing
                MCTS (Monte Carlo Tree Search) for move selection during self-play
                Factorized action space across 5 heads: action_type, from_territory, to_territory, unit_type, quantity
                Training pipeline:

                Phase 1 — Supervised learning: Trained on 5,000 games of ProAI (rule-based AI) replays (~18M samples) to bootstrap the network
                Phase 2 — Self-play: 195 generations, 1,460 games, the model playing against itself and learning from its own experience
                Key milestones:

                The AI learned amphibious assaults on its own through self-play — averaging 12 per game across 17,500+ total amphibious attacks. This is a complex multi-step operation (load units onto transports, move fleet, unload in combat) that the network figured out through MCTS search
                Supervised loss dropped from 3.80 → 0.99 during initial training
                100% Axis win rate vs the rule-based ProAI with MCTS search
                Current challenge — the Allied problem:

                Axis play is strong, but Allied play is weak (only 89 Allied wins out of 1,460 self-play games)
                This mirrors the real game's asymmetry — Allies need coordinated multi-front strategy across 3 nations
                The GNN-small (574K params) doesn't have enough capacity to learn this
                Currently running: Upgrading from GNN-small (574K params) to GNN-large (8.6M params) — supervised training is at chunk 90/100 on 5,000 ProAI games. Holdout accuracy: action_type 100%, unit_type 88.2%, quantity 96.8%. Should finish tonight, then we restart self-play with the bigger brain and see if 15x more parameters can crack the Allied strategy problem.

                Small update of where the project stands. Keep in mind I am a vibe coder! So while I did my best to do this there still maybe problems I don't know. Also Anthropic got back to me: Hi Christopher,

                Thanks for reaching out.

                Training a narrow, task-specific CNN for game AI does not conflict with our Usage Policy, which is primarily aimed at preventing competitive model distillation.

                This authorization covers the use case as described. Individuals and hobbyists are welcome to use the Claude API. However, please note that use of the API is subject to our Commercial Terms of Service, regardless of whether you are an individual or representing a company.
                ​

                Best,

                Anthropic Privacy Team

                I will be having Opus 4.6 taking a crack at some games to get some better data! Here was some napkin math for the Opus games: Good question. Let me estimate based on what a game looks like through the API:

                Per decision point:

                Input: ~8-15K tokens (strategy prompt + board state + legal moves list)
                Output: ~200-500 tokens (move selection + brief reasoning)
                Per game (~150 strategic decisions per side after --auto-tactical):

                Input: ~1.5M tokens
                Output: ~50K tokens
                Opus 4.6 API pricing ($15/M input, $75/M output):

                Games Input Cost Output Cost Total
                1 ~$22 ~$3.75 ~$26
                10 ~$220 ~$37 ~$260
                50 ~$1,100 ~$188 ~$1,300
                But consider: If the llm_vs_llm.py accumulates conversation history (likely), later decisions get much more expensive as context grows. Resetting context each turn keeps costs down.

                Cheaper alternatives that might still be valuable:

                Sonnet 4.6 ($3/$15 per M): Same games for ~$50-60 for 10 games — 5x cheaper
                Haiku 4.5 ($0.80/$4 per M): ~$15 for 10 games — but quality drops
                Is it worth it? For this project specifically, even 10 high-quality LLM games as Allies could be extremely valuable — the model is starving for good Allied play examples. ProAI plays Allies poorly (10% win rate), so LLM games would be a completely different distribution of Allied strategy. You could mix those into the training buffer as "golden data."

                My recommendation: start with 5-10 games on Sonnet (~$30-60) to test quality, then do a batch on Opus if the moves look smart. Would you want me to check on the llm_vs_llm.py setup to see how it's structured for cost?

                B ubernautU RogerCooperR 3 Replies Last reply Reply Quote 2
                • B Offline
                  beelee @Kindwind
                  last edited by

                  @kindwind

                  hmm ...

                  I will ping @redrum even though he isn't here anymore. He probbaly created or helped create AI or whatever name it is going by.

                  Keep up the good work

                  1 Reply Last reply Reply Quote 1
                  • ubernautU Offline
                    ubernaut Lobby Moderators @Kindwind
                    last edited by

                    @kindwind exciting stuff!

                    "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

                    1 Reply Last reply Reply Quote 0
                    • RogerCooperR Offline
                      RogerCooper @Kindwind
                      last edited by RogerCooper

                      @Kindwind Any further progress on this. I would like to see a report of an actual game. Even seeing the first turn would be enough to see whether you are getting somewhere.

                      Note that OOB Axis & Allies 1942 (2nd edition) strongly favors the Axis. It would be better to use the Larry Harris alternate setup.

                      KindwindK 1 Reply Last reply Reply Quote 2
                      • KindwindK Offline
                        Kindwind @RogerCooper
                        last edited by

                        @RogerCooper Some. I moved over to a local LLM using Fable. Here is a log file. I ditched my rust engine. Everything is in working order now I think.

                        ========================================================================
                        TRIPLEA-LLM GAME STATEMENT (both sides where logged)
                        Account: ? side vs ? model ?
                        Game id: eval-56cb5c6b-3329-4682-8126-455bc6fc53da
                        Opened: 2026-07-22 18:14 Rounds: ? Duration: ?s
                        Result: winners = none (round cap)

                        ROUND 1 ------------------------------------- RUSSIANS (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 24
                        PURCHASE 3 x infantry .......................................... - 9
                        PURCHASE 2 x artillery ......................................... - 8
                        PURCHASE 1 x armour ............................................ - 5
                        BALANCE AFTER PURCHASE ....................................... PU 2
                        COMBAT Karelia S.S.R. -> West Russia (1 x fighter, 3 x infantry) << ATTACK
                        COMBAT Archangel -> West Russia (3 x infantry, 1 x armour) << ATTACK
                        COMBAT Caucasus -> West Russia (3 x infantry, 1 x artillery, 1 x armour) << ATTACK
                        COMBAT Russia -> West Russia (1 x fighter, 3 x infantry, 1 x artillery, 2 x armour) << ATTACK
                        NONCOM West Russia -> Archangel (2 x fighter)
                        NONCOM Soviet Far East -> Yakut S.S.R. (2 x infantry)
                        NONCOM Novosibirsk -> Kazakh S.S.R. (2 x infantry)
                        NONCOM Yakut S.S.R. -> Novosibirsk (2 x infantry)
                        NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
                        NONCOM Evenki National Okrug -> Russia (2 x infantry)
                        NONCOM Buryatia S.S.R. -> Yakut S.S.R. (2 x infantry)
                        PLACE Russia: 3 x infantry, 2 x artillery, 1 x armour

                        ROUND 1 ----------------------------------- GERMANS (AXIS / llm-triplea)
                        BALANCE BROUGHT FORWARD ...................................... PU 40
                        PURCHASE 7 x infantry .......................................... - 21
                        PURCHASE 3 x armour ............................................ - 15
                        BALANCE AFTER PURCHASE ....................................... PU 4
                        COMBAT Eastern Europe -> Belorussia (1 x fighter, 2 x infantry, 1 x armour)
                        COMBAT Germany -> Belorussia (1 x bomber, 1 x fighter, 1 x armour)
                        COMBAT Eastern Europe -> West Russia (1 x fighter, 1 x infantry, 1 x armour) << ATTACK
                        COMBAT Norway -> West Russia (1 x fighter) via Norway > Karelia S.S.R. > West Russia << ATTACK
                        COMBAT Germany -> West Russia (2 x infantry, 1 x armour) << ATTACK
                        COMBAT Southern Europe -> Ukraine S.S.R. (2 x infantry, 1 x artillery, 1 x armour)
                        NONCOM Germany -> Western Europe (1 x infantry)
                        NONCOM Southern Europe -> Western Europe (1 x infantry)
                        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
                        NONCOM Germany -> Ukraine S.S.R. (1 x armour) via Germany > Eastern Europe > Ukraine S.S.R.
                        NONCOM Belorussia -> Ukraine S.S.R. (1 x infantry)
                        NONCOM Ukraine S.S.R. -> Belorussia (1 x fighter)
                        NONCOM Western Europe -> 7 Sea Zone (1 x fighter) << LOAD
                        NONCOM 7 Sea Zone -> 6 Sea Zone (1 x fighter)
                        NONCOM 6 Sea Zone -> 5 Sea Zone (1 x fighter)
                        NONCOM 5 Sea Zone -> Eastern Europe (1 x fighter) << UNLOAD
                        NONCOM Belorussia -> Eastern Europe (1 x bomber, 1 x infantry)
                        NONCOM Germany -> Eastern Europe (1 x infantry)
                        NONCOM Ukraine S.S.R. -> Eastern Europe (1 x fighter)
                        NONCOM Ukraine S.S.R. -> Belorussia (1 x fighter, 1 x infantry, 1 x artillery)
                        PLACE Germany: 1 x armour
                        PLACE Germany: 1 x armour
                        PLACE Germany: 1 x armour
                        PLACE Germany: 1 x armour
                        PLACE Southern Europe: 1 x armour
                        PLACE Southern Europe: 1 x armour
                        PLACE Southern Europe: 1 x armour
                        PLACE Southern Europe: 1 x infantry

                        ROUND 1 -------------------------------------- BRITISH (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 30
                        PURCHASE 3 x infantry .......................................... - 9
                        PURCHASE 2 x artillery ......................................... - 8
                        PURCHASE 1 x armour ............................................ - 5
                        PURCHASE 1 x transport ......................................... - 8
                        BALANCE AFTER PURCHASE ....................................... PU 0
                        COMBAT United Kingdom -> 2 Sea Zone (2 x infantry) << LOAD
                        COMBAT 2 Sea Zone -> 6 Sea Zone (1 x battleship, 1 x transport, 2 x infantry) via 2 Sea Zone > 3 Sea Zone > 6 Sea Zone
                        COMBAT United Kingdom -> Germany (1 x bomber) via United Kingdom > 6 Sea Zone > 5 Sea Zone > Germany << ATTACK
                        COMBAT Anglo Egypt -> Libya (1 x fighter, 1 x infantry, 1 x armour) << ATTACK
                        NONCOM Germany -> Karelia S.S.R. (1 x bomber) via Germany > 5 Sea Zone > Karelia S.S.R.
                        NONCOM Libya -> Anglo Egypt (1 x fighter)
                        NONCOM Union of South Africa -> Kenya (1 x infantry)
                        NONCOM Persia -> Caucasus (1 x infantry)
                        NONCOM India -> Persia (3 x infantry)
                        NONCOM Trans-Jordan -> Persia (1 x infantry)
                        NONCOM 1 Sea Zone -> 3 Sea Zone (1 x transport) via 1 Sea Zone > 2 Sea Zone > 3 Sea Zone
                        NONCOM 15 Sea Zone -> 33 Sea Zone (1 x destroyer) via 15 Sea Zone > 34 Sea Zone > 33 Sea Zone
                        NONCOM 13 Sea Zone -> 9 Sea Zone (1 x battleship) via 13 Sea Zone > 12 Sea Zone > 9 Sea Zone
                        NONCOM 35 Sea Zone -> 33 Sea Zone (1 x carrier, 1 x fighter, 1 x transport, 1 x destroyer) via 35 Sea Zone > 32 Sea Zone > 33 Sea Zone
                        NONCOM 40 Sea Zone -> 42 Sea Zone (1 x submarine, 1 x transport) via 40 Sea Zone > 41 Sea Zone > 42 Sea Zone
                        NONCOM United Kingdom -> 3 Sea Zone (1 x artillery) << LOAD
                        PLACE 6 Sea Zone: 1 x transport
                        PLACE United Kingdom: 3 x infantry, 2 x artillery, 1 x armour

                        ROUND 1 ---------------------------------- JAPANESE (AXIS / llm-triplea)
                        BALANCE BROUGHT FORWARD ...................................... PU 30
                        PURCHASE 2 x infantry .......................................... - 6
                        PURCHASE 1 x armour ............................................ - 5
                        PURCHASE 1 x transport ......................................... - 8
                        BALANCE AFTER PURCHASE ....................................... PU 11
                        COMBAT Japan -> 60 Sea Zone (2 x infantry) << LOAD
                        COMBAT 60 Sea Zone -> 59 Sea Zone (1 x transport, 2 x infantry)
                        COMBAT 59 Sea Zone -> China (2 x infantry) << AMPHIBIOUS ASSAULT
                        NONCOM 50 Sea Zone -> 59 Sea Zone (1 x carrier, 1 x fighter)
                        NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM 50 Sea Zone -> 60 Sea Zone (1 x destroyer)
                        NONCOM Japan -> 60 Sea Zone (1 x fighter) << LOAD
                        NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport)
                        NONCOM Japan -> 60 Sea Zone (2 x infantry) << LOAD
                        NONCOM 60 Sea Zone -> 59 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM 60 Sea Zone -> 59 Sea Zone (1 x transport)
                        NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM 60 Sea Zone -> 59 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM Japan -> 59 Sea Zone (1 x fighter) << LOAD
                        NONCOM 59 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM 60 Sea Zone -> 61 Sea Zone (1 x transport, 2 x infantry)
                        NONCOM 61 Sea Zone -> Manchuria (2 x infantry) << UNLOAD
                        NONCOM China -> Manchuria (2 x fighter)
                        NONCOM 50 Sea Zone -> 49 Sea Zone (1 x carrier, 1 x fighter, 1 x destroyer)
                        NONCOM 49 Sea Zone -> 60 Sea Zone (1 x carrier, 1 x fighter, 1 x destroyer)
                        PLACE French Indochina: 1 x infantry
                        PLACE China: 1 x transport
                        PLACE Manchuria: 1 x infantry

                        ROUND 1 ------------------------------------ AMERICANS (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 42
                        PURCHASE 4 x infantry .......................................... - 12
                        PURCHASE 2 x armour ............................................ - 10
                        PURCHASE 2 x transport ......................................... - 16
                        PURCHASE 1 x artillery ......................................... - 4
                        BALANCE AFTER PURCHASE ....................................... PU 0
                        COMBAT Eastern United States -> 10 Sea Zone (2 x infantry, 1 x artillery, 1 x armour) << LOAD
                        COMBAT 10 Sea Zone -> 12 Sea Zone (2 x transport, 2 x infantry, 1 x destroyer, 1 x artillery, 1 x armour) via 10 Sea Zone > 11 Sea Zone > 12 Sea Zone
                        COMBAT 12 Sea Zone -> Algeria (2 x infantry, 1 x artillery, 1 x armour) << AMPHIBIOUS ASSAULT
                        NONCOM Sinkiang -> Kazakh S.S.R. (2 x infantry)
                        NONCOM Central United States -> Mexico (2 x infantry)
                        NONCOM 52 Sea Zone -> 54 Sea Zone (1 x carrier, 1 x submarine, 1 x fighter) via 52 Sea Zone > 55 Sea Zone > 54 Sea Zone
                        NONCOM 55 Sea Zone -> 20 Sea Zone (1 x battleship, 1 x transport) via 55 Sea Zone > 54 Sea Zone > 20 Sea Zone
                        NONCOM 20 Sea Zone -> 10 Sea Zone (1 x destroyer) via 20 Sea Zone > 19 Sea Zone > 10 Sea Zone
                        PLACE 10 Sea Zone: 2 x transport
                        PLACE Eastern United States: 4 x infantry, 1 x artillery, 2 x armour

                        ROUND 2 ------------------------------------- RUSSIANS (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 28
                        PURCHASE 3 x infantry .......................................... - 9
                        PURCHASE 2 x artillery ......................................... - 8
                        PURCHASE 2 x armour ............................................ - 10
                        BALANCE AFTER PURCHASE ....................................... PU 1
                        COMBAT West Russia -> Ukraine S.S.R. (9 x infantry, 2 x artillery, 2 x armour) << ATTACK
                        COMBAT Caucasus -> Ukraine S.S.R. (2 x infantry) << ATTACK
                        NONCOM Novosibirsk -> Kazakh S.S.R. (2 x infantry)
                        NONCOM Yakut S.S.R. -> Novosibirsk (4 x infantry)
                        NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
                        NONCOM Russia -> West Russia (5 x infantry, 2 x artillery, 1 x armour)
                        PLACE Russia: 3 x infantry, 2 x artillery, 2 x armour

                        ROUND 2 ----------------------------------- GERMANS (AXIS / llm-triplea)
                        BALANCE BROUGHT FORWARD ...................................... PU 37
                        PURCHASE 7 x infantry .......................................... - 21
                        PURCHASE 2 x armour ............................................ - 10
                        BALANCE AFTER PURCHASE ....................................... PU 6
                        COMBAT Belorussia -> West Russia (2 x infantry, 1 x armour) << ATTACK
                        COMBAT Germany -> West Russia (1 x armour) via Germany > Karelia S.S.R. > West Russia << ATTACK
                        COMBAT Eastern Europe -> West Russia (1 x bomber, 1 x fighter) via Eastern Europe > Belorussia > West Russia << ATTACK
                        COMBAT Balkans -> West Russia (1 x fighter) via Balkans > Ukraine S.S.R. > West Russia << ATTACK
                        COMBAT Belorussia -> Ukraine S.S.R. (1 x fighter, 1 x infantry, 1 x armour) << ATTACK
                        COMBAT Germany -> Ukraine S.S.R. (1 x armour) via Germany > Eastern Europe > Ukraine S.S.R. << ATTACK
                        COMBAT Southern Europe -> Ukraine S.S.R. (2 x infantry, 1 x artillery) << ATTACK
                        COMBAT Belorussia -> Karelia S.S.R. (2 x infantry) << ATTACK
                        COMBAT Eastern Europe -> Karelia S.S.R. (1 x infantry, 1 x artillery) << ATTACK
                        COMBAT Germany -> Karelia S.S.R. (1 x infantry) << ATTACK
                        COMBAT Balkans -> Karelia S.S.R. (2 x infantry) via Balkans > Eastern Europe > Karelia S.S.R. << ATTACK
                        COMBAT Southern Europe -> Germany (3 x infantry)
                        NONCOM Germany -> Eastern Europe (2 x infantry, 2 x armour)
                        NONCOM Southern Europe -> Balkans (2 x infantry, 1 x artillery)
                        NONCOM Western Europe -> Southern Europe (4 x infantry, 2 x armour)
                        NONCOM West Russia -> Belorussia (2 x fighter)
                        NONCOM Ukraine S.S.R. -> Belorussia (1 x fighter)
                        NONCOM 7 Sea Zone -> 8 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
                        NONCOM 8 Sea Zone -> 7 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
                        NONCOM 7 Sea Zone -> 6 Sea Zone (2 x submarine, 1 x transport, 1 x destroyer)
                        PLACE Germany: 1 x infantry
                        PLACE Southern Europe: 1 x armour
                        PLACE Germany: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Germany: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Germany: 1 x infantry

                        ROUND 2 -------------------------------------- BRITISH (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 31
                        PURCHASE 3 x infantry .......................................... - 9
                        PURCHASE 1 x armour ............................................ - 5
                        PURCHASE 2 x transport ......................................... - 16
                        BALANCE AFTER PURCHASE ....................................... PU 1
                        COMBAT United Kingdom -> 6 Sea Zone (1 x infantry, 1 x armour) << LOAD
                        COMBAT United Kingdom -> 3 Sea Zone (1 x infantry) << LOAD
                        COMBAT 6 Sea Zone -> 2 Sea Zone (1 x transport, 2 x infantry) via 6 Sea Zone > 3 Sea Zone > 2 Sea Zone
                        COMBAT 6 Sea Zone -> Western Europe (1 x infantry, 1 x armour) << AMPHIBIOUS ASSAULT
                        COMBAT 9 Sea Zone -> 8 Sea Zone (1 x battleship)
                        NONCOM Kenya -> Belgian Congo (1 x infantry)
                        NONCOM Persia -> Caucasus (4 x infantry)
                        NONCOM Caucasus -> Ukraine S.S.R. (1 x infantry)
                        NONCOM Libya -> Anglo Egypt (1 x infantry, 1 x armour)
                        NONCOM 42 Sea Zone -> 22 Sea Zone (1 x submarine, 1 x transport) via 42 Sea Zone > 25 Sea Zone > 22 Sea Zone
                        NONCOM 3 Sea Zone -> 6 Sea Zone (1 x transport, 1 x infantry, 1 x artillery)
                        NONCOM 33 Sea Zone -> 27 Sea Zone (1 x carrier, 1 x fighter, 1 x transport, 2 x destroyer) via 33 Sea Zone > 28 Sea Zone > 27 Sea Zone
                        PLACE 6 Sea Zone: 2 x transport
                        PLACE United Kingdom: 3 x infantry, 1 x armour

                        ROUND 2 ---------------------------------- JAPANESE (AXIS / llm-triplea)
                        BALANCE BROUGHT FORWARD ...................................... PU 43
                        PURCHASE 1 x transport ......................................... - 8
                        PURCHASE 1 x infantry .......................................... - 3
                        PURCHASE 1 x armour ............................................ - 5
                        BALANCE AFTER PURCHASE ....................................... PU 27
                        COMBAT Japan -> 61 Sea Zone (2 x infantry, 1 x artillery, 2 x armour) << LOAD
                        COMBAT 61 Sea Zone -> 60 Sea Zone (1 x transport, 2 x infantry, 1 x artillery, 2 x armour)
                        COMBAT 60 Sea Zone -> Manchuria (2 x infantry, 1 x artillery, 2 x armour) << UNLOAD
                        NONCOM China -> French Indochina (2 x infantry)
                        NONCOM Manchuria -> French Indochina (2 x fighter) via Manchuria > China > French Indochina
                        NONCOM 59 Sea Zone -> 36 Sea Zone (1 x carrier, 2 x fighter, 2 x transport, 4 x infantry) via 59 Sea Zone > 60 Sea Zone > 36 Sea Zone
                        NONCOM 51 Sea Zone -> 36 Sea Zone (2 x infantry) via 51 Sea Zone > 50 Sea Zone > 49 Sea Zone > 36 Sea Zone
                        NONCOM Japan -> 51 Sea Zone (2 x armour) << LOAD
                        NONCOM 51 Sea Zone -> Wake Island (2 x armour) << UNLOAD
                        PLACE China: 1 x infantry
                        PLACE French Indochina: 1 x infantry
                        PLACE Kwantung: 1 x infantry
                        PLACE Manchuria: 1 x infantry
                        PLACE 60 Sea Zone: 1 x transport
                        PLACE 60 Sea Zone: 1 x transport

                        ROUND 2 ------------------------------------ AMERICANS (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 41
                        PURCHASE 4 x infantry .......................................... - 12
                        PURCHASE 1 x armour ............................................ - 5
                        PURCHASE 2 x artillery ......................................... - 8
                        PURCHASE 2 x transport ......................................... - 16
                        BALANCE AFTER PURCHASE ....................................... PU 0
                        COMBAT Eastern United States -> 10 Sea Zone (3 x infantry, 1 x artillery) << LOAD
                        COMBAT 10 Sea Zone -> 12 Sea Zone (2 x transport, 3 x infantry, 1 x destroyer, 1 x artillery) via 10 Sea Zone > 11 Sea Zone > 12 Sea Zone
                        NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
                        NONCOM Algeria -> Libya (2 x infantry, 1 x artillery, 1 x armour)
                        NONCOM 54 Sea Zone -> 19 Sea Zone (1 x carrier, 1 x submarine, 1 x fighter) via 54 Sea Zone > 20 Sea Zone > 19 Sea Zone
                        NONCOM 12 Sea Zone -> 10 Sea Zone (2 x transport, 1 x destroyer) via 12 Sea Zone > 11 Sea Zone > 10 Sea Zone
                        NONCOM 20 Sea Zone -> 10 Sea Zone (1 x battleship, 1 x transport) via 20 Sea Zone > 19 Sea Zone > 10 Sea Zone
                        NONCOM Eastern United States -> 10 Sea Zone (1 x infantry, 2 x armour) << LOAD
                        NONCOM 12 Sea Zone -> Algeria (3 x infantry, 1 x artillery) << UNLOAD
                        PLACE 10 Sea Zone: 2 x transport
                        PLACE Eastern United States: 4 x infantry, 2 x artillery, 1 x armour

                        ROUND 3 ------------------------------------- RUSSIANS (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 30
                        PURCHASE 1 x infantry .......................................... - 3
                        PURCHASE 4 x artillery ......................................... - 16
                        PURCHASE 2 x armour ............................................ - 10
                        BALANCE AFTER PURCHASE ....................................... PU 1
                        COMBAT Ukraine S.S.R. -> Eastern Europe (9 x infantry, 2 x artillery, 2 x armour) << ATTACK
                        COMBAT West Russia -> Karelia S.S.R. (2 x infantry, 2 x artillery, 2 x armour) << ATTACK
                        NONCOM Novosibirsk -> Kazakh S.S.R. (4 x infantry)
                        NONCOM Kazakh S.S.R. -> Caucasus (2 x infantry)
                        NONCOM Caucasus -> Ukraine S.S.R. (2 x infantry)
                        NONCOM Russia -> West Russia (3 x infantry, 2 x artillery, 2 x armour)
                        PLACE Russia: 1 x infantry, 4 x artillery, 2 x armour

                        ROUND 3 ----------------------------------- GERMANS (AXIS / llm-triplea)
                        BALANCE BROUGHT FORWARD ...................................... PU 41
                        PURCHASE 11 x infantry ......................................... - 33
                        PURCHASE 2 x artillery ......................................... - 8
                        PURCHASE 2 x armour ............................................ - 10
                        BALANCE AFTER PURCHASE ....................................... PU -10
                        COMBAT (no attacks declared)
                        NONCOM 7 Sea Zone -> 6 Sea Zone (1 x submarine, 1 x transport, 1 x destroyer)
                        PLACE Germany: 1 x infantry, 1 x armour
                        PLACE Germany: 1 x infantry
                        PLACE Germany: 1 x infantry
                        PLACE Germany: 1 x infantry
                        PLACE Germany: 1 x infantry
                        PLACE Germany: 1 x infantry
                        PLACE Germany: 1 x infantry
                        PLACE Germany: 1 x armour
                        PLACE Germany: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Southern Europe: 1 x infantry
                        PLACE Southern Europe: 1 x infantry

                        ROUND 3 -------------------------------------- BRITISH (ALLIES / WeakAi)
                        BALANCE BROUGHT FORWARD ...................................... PU 38
                        PURCHASE 3 x infantry .......................................... - 9
                        PURCHASE 2 x artillery ......................................... - 8
                        PURCHASE 2 x transport ......................................... - 16
                        PURCHASE 1 x armour ............................................ - 5
                        BALANCE AFTER PURCHASE ....................................... PU 0
                        COMBAT United Kingdom -> 6 Sea Zone (3 x infantry, 2 x artillery, 1 x armour) << LOAD
                        COMBAT 2 Sea Zone -> 6 Sea Zone (1 x transport, 2 x infantry) via 2 Sea Zone > 3 Sea Zone > 6 Sea Zone
                        COMBAT 6 Sea Zone -> Norway (6 x infantry, 3 x artillery, 1 x armour) << AMPHIBIOUS ASSAULT
                        COMBAT 8 Sea Zone -> 7 Sea Zone (1 x battleship)
                        NONCOM Belgian Congo -> Anglo Egypt (1 x infantry)
                        NONCOM Caucasus -> Ukraine S.S.R. (4 x infantry)
                        NONCOM Ukraine S.S.R. -> Eastern Europe (1 x infantry)
                        NONCOM Anglo Egypt -> Trans-Jordan (1 x infantry, 1 x armour)
                        NONCOM 27 Sea Zone -> 17 Sea Zone (1 x carrier, 1 x fighter, 1 x transport, 2 x destroyer) via 27 Sea Zone > 23 Sea Zone > 17 Sea Zone
                        NONCOM 22 Sea Zone -> 12 Sea Zone (1 x submarine, 1 x transport) via 22 Sea Zone > 17 Sea Zone > 12 Sea Zone
                        PLACE 6 Sea Zone: 2 x transport
                        PLACE United Kingdom: 3 x infantry, 2 x artillery, 1 x armour

                        ROUND 3 ---------------------------------- JAPANESE (AXIS / llm-triplea)
                        BALANCE BROUGHT FORWARD ...................................... PU 59
                        PURCHASE 1 x carrier ........................................... - 16
                        PURCHASE 2 x transport ......................................... - 16
                        PURCHASE 1 x submarine ......................................... - 8
                        PURCHASE 1 x destroyer ......................................... - 12
                        PURCHASE 1 x infantry .......................................... - 3
                        PURCHASE 1 x armour ............................................ - 5
                        BALANCE AFTER PURCHASE ....................................... PU -1
                        COMBAT Japan -> 60 Sea Zone (1 x infantry, 1 x artillery, 1 x armour) << LOAD
                        COMBAT 60 Sea Zone -> 57 Sea Zone (1 x transport, 1 x infantry, 1 x artillery, 1 x armour)
                        COMBAT 57 Sea Zone -> 61 Sea Zone (1 x transport, 1 x infantry, 1 x artillery, 1 x armour)
                        COMBAT 61 Sea Zone -> Manchuria (1 x infantry, 1 x artillery, 1 x armour) << UNLOAD
                        NONCOM Wake Island -> 51 Sea Zone (3 x infantry) << LOAD
                        NONCOM 51 Sea Zone -> 52 Sea Zone (1 x battleship, 1 x submarine, 1 x transport, 1 x destroyer, 3 x infantry)
                        NONCOM 52 Sea Zone -> 57 Sea Zone (1 x transport, 3 x infantry)
                        NONCOM 57 Sea Zone -> Manchuria (3 x infantry) << UNLOAD
                        NONCOM China -> Manchuria (4 x infantry)
                        NONCOM 51 Sea Zone -> 52 Sea Zone (1 x carrier, 2 x fighter)
                        NONCOM 52 Sea Zone -> 57 Sea Zone (1 x carrier, 2 x fighter)
                        NONCOM 57 Sea Zone -> Manchuria (1 x carrier, 2 x fighter) << UNLOAD
                        NONCOM French Indochina -> Manchuria (2 x fighter, 2 x infantry) via French Indochina > China > Manchuria
                        NONCOM 51 Sea Zone -> 50 Sea Zone (1 x battleship, 1 x submarine, 1 x destroyer)

                        ========================================================================
                        CLOSING SUMMARY: 3 rounds on statement, 58 decisions, 22 retries

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