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    Creating a (hopefully) competitive bot using Claude Code.

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    • TheDogT
      TheDog @husky81
      last edited by

      @husky81
      TripleA AI uses some of these values, its just a list to be used as a guide. It is more complicated than listed, but it gives you a start point for your AI.

      2x TT/SZ PU value +
      10x if isFactory (personally should consider canProduceXUnits value) +
      11x if TT is also MyCapital +
      5x if it is isEnemyOrAlliedCapital) (personally Allied Capital should be 6x)

      Victory Centre does not appear to be taken into the AI calucation, but in the xml you can have
      "victoryCity" value="1" so this should be a multiplier.

      Keep up the good work!

      https://forums.triplea-game.org/tags/thedog
      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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      • H
        husky81 @xxXEddieXxx
        last edited by

        @xxXEddieXxx I spent most of the day building logic for combat moves. once I finish purchases and non combat moves i'll have an alpha version of my bot. To clarify, it had purchases and non combat moves before, but just something simple that opus cooked up, like everything to the nearest front, buy inf and arty plus transports if not mainland factories.

        really simple stuff. I'm trying to build more thoughtful versions of those modules. Once that's done I'll pit it against triple a's fast ai and see how it does. I did this once before, beat easy, but lost badly to fast and hard. For sake of time i won't play hard again until I can beat fast. I have no idea how long that will take, but this vibe coding allows such quick and easy iteration that it's incredible. The most time consuming aspect is running simulations, as I only have 1 old ish pc with an 8 core cpu doing the work, i asked it about trying to use my GPU, But Claude said it wasnt't powerful enough to be useful, and it would require rewriting alot of the game software.

        When i'm done with the modules i talked about above I'll post tournament results and a Claude writeup about how it works. Eddie, I'm not sure your schematic would be compatible with what i've built so far. But after the build I'm working on now, i'll feed it into claude code and see what it thinks. I may end up adding features from your outline, or building a competing bot around your model, recusing existing components where I can.

        Currently my GitHub repo is set to private, but I am willing to open it up and share it once I'm somewhat happy with where the project is. I would want it to be a personal project, so wouldn't be looking for collaborators, at least at the moment, but of course people could fork it if they wanted, and no doubt someone would advance leaps and bounds beyond me.

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        • H
          husky81 @TheDog
          last edited by

          @TheDog Thanks! I am trying to get claude to work things out from first principles to the extent possible. It's really amazing what can be done and the conversations that can be had. iteration is also extremely fast. It can write code in seconds that I couldn't in months, test and refine, all just by asking it questions and providing human information.

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          • H
            husky81 @Cernel
            last edited by

            @Cernel said:

            World War II v5 1942 SE TR

            Sorry, I didn't see this. Yes, my bot plays 'World War II v5 1942 SE TR'

            For development and testing I play in a Python engine that Claude built for that purpose. In those cases I played without bids. The only major rule difference is no landing on allied carriers, since that's not in the Beamdog game. Claude also built a bridge that allows my bot to play the bots that ship with Triple A. I've not changed the rules in Triple A, just my own engine and my bot's logic, so for the games played through the bridge, the Triple A AI could use allied carriers, but mine never will.

            The results above are from a tournament I simulated between an early version of my bot and Triple A's Bots. For that tournament I used a bid of Russia +45!!, because based on simulations, that's what is required to equalize the Axis and the Allies on that map when played by the standard Triple A bots.

            TheDogT 1 Reply Last reply
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            • TheDogT
              TheDog @husky81
              last edited by

              @husky81
              Does Claude know the importance of a victoryCity and the loss of a Capital ?

              https://forums.triplea-game.org/tags/thedog
              https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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              • RogerCooperR
                RogerCooper @husky81
                last edited by

                @husky81 Here is the thread of someone else who has tried, https://forums.triplea-game.org/topic/4240/game-engine-rules-ai-training

                You have actually accomplished something by writing a bot and having it play against the Hard AI in TripleA. Also, your goal of creating a heuristic to evaluate positions is an interesting approach as opposed to those who think that LLM's have magical powers and they can solve anything with a prompt.

                I suggest trying the other AI's in TripleA to get a greater variety of games. However, I suspect that Claude will not do a good job at doing positional evaluations. There is just too much going on. Note the Hard/Fast AI are effectively using TUV (total unit value). I suspect that relative TUV, relative income and objectives held would provide a fairly good statistical model.

                You should check out the MiniMap scenario. It is the smallest non-trivial scenario and should allow you test your ideas more quickly.

                I would be interested in how you got the Hard AI to play itself repetitively. It would be useful to determine what handicaps could be used to balance various scenarios.

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                • H
                  husky81 @TheDog
                  last edited by

                  @TheDog said:

                  f a victoryCity and the loss

                  Yes and no. Claude knows about the win conditions 9/10 VC's for Axis/Allies, and about the value of capitals.

                  My bot, (built by Claude, but not Claude) runs capital safety checks each turn. Its positional evaluator can see VC snipes, but it is not yet capable of making multi turn plans to either get a VC, or to block one. it only had limited capabilities for multi turn planning which is mainly done by leaving flags on the map that can be read on its next turn.

                  Running a full position search on multiple turns probably grows by something like n! in turn number, if not even worse. so that's probably impossible, I'll need a more clever way to get it to make future plans. I want to avoid hard coding as much as I can though.

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                  • H
                    husky81 @RogerCooper
                    last edited by

                    @RogerCooper

                    Thanks,

                    I have tried playing Hard fast and easy ai's. My bot can beat easy, but lost to hard and fast.

                    I am building components and running self tests on my python game engine to try and get my bot to re-match Fast (I'll do hard later). It's quicker to iterate without bridging to triple a, so i think it's not worth doing again until my bot is actually decent. I am currently trying to build a proper logic for purchase and non combat move. Once I'm done those I'll try matching Triple A's fast again.

                    I asked Opus 5.5 to explain how it got Triple A to repeatedly self play: here is my prompt and its reply:

                    Me: a forum poster is asking me how I got you to setup the tournament where triple a's hard and fast ai played against each other, and our bot. could you write up a brief explanation of how you did that as well as the data that you collected. They are interested in doing it because they want to use self play to balance various scenarios. You could elaborate on what you might do with that objective in mind.

                    Opus 5.5 High:

                    "How the AI-vs-AI tournament was set up (TripleA 1942 2nd Edition)

                    Running TripleA headless. TripleA's own test suite already plays games between AIs without a GUI. I added one class next to those tests, Ww2v5SelfPlayRunner, about 470 lines in game-app/smoke-testing. It loads WW2v5_1942_2nd_TR.xml and assigns a player type per side: Hard (ProAi), Fast, Easy (WeakAi), Does Nothing, or our own bot. It then steps through the game delegate by delegate until someone wins or a round cap is hit (I used 25). Everything is configured through environment variables:

                    the map file;
                    the AI for each side;
                    the round cap;
                    the number of games;
                    an optional bid.

                    A small Gradle task prints the test classpath. Each game then runs as its own JVM, launched with plain java -cp ... Ww2v5SelfPlayRunner, so several games run in parallel. The Hard AI already uses several cores, so running 4 games at once only gained 10–20%.

                    Bids. There were two ways to apply a bid:

                    set the map's "<power> bid" property and let the AI buy and place its own bid units;
                    load a fixed JSON of bid units, so every game starts from exactly the same position.

                    The tournament used the fixed version: a 45 PU Russian bid, placed the way the Hard AI had chosen to place it.

                    Our bot. The bot is written in Python. A bridge AI on the Java side sends the game state to the Python process as JSON lines each time a decision is needed. Python answers with purchases, moves, casualty choices and retreats, and TripleA executes them. TripleA accepted all 15,732 of the bot's actions in the tournament, which doubles as a rules-parity check.

                    Recording. At the start of every power's turn the runner writes a snapshot as gzipped JSON lines, one file per game:

                    every territory's owner and units;
                    every power's bank and income.

                    A header records the AIs and the bid, and a final line records the winner, the last round and the time taken. A Python driver (tournament.py) builds the schedule (every AI against every AI, 5 games per side), skips finished games so a run can be resumed, and runs 4 games at a time.

                    Data collected

                    Pilot, Hard vs Hard, no bid, 50 games: Axis 48, Allies 1, unfinished 1, with the median win in round 9. About 140 s per game.
                    Bid tuning, Hard vs Hard:
                    Russia bids of 12, 21 and 30 PUs: Axis still won 95–100%.
                    Russia 30 plus UK/US bids: Axis 80–85%.
                    Russia 40: roughly even (4 Axis, 3 Allies).
                    Evaluator dataset: 110 Hard vs Hard games at Russian bids of 40–50. A logistic-regression position evaluator trained on it predicts the eventual winner from any snapshot at 83% (log-loss 0.345, cross-validated by game).
                    Round robin, 120 games at the fixed 45 PU bid:
                    AI Points vs the others
                    Hard 89%
                    Fast 85%
                    Our bot (at the time) 51%
                    Easy 25%
                    Does Nothing 0%
                    Hard vs Fast head to head: 5 wins to 3, 2 unfinished.
                    At this bid, Axis 56 and Allies 57 across all games.
                    Speed: Hard vs Hard takes about 16 minutes per game; Fast vs Fast about 3.4 minutes, roughly 1/6 of the time at almost the same strength.

                    Using self-play to balance scenarios: what I'd do

                    The biggest caveat: AI bias is not scenario balance. The Hard AI needed a 40–50 PU Russian bid to break even, while expert human play puts this game near even (an Allied bid of 3–6 PUs at most). The AI simply plays the Allies worse. A bid found by AI self-play measures how well the AI handles each side, not how balanced the scenario is. Use self-play to compare variants (scenario A vs scenario B under the same AIs), and calibrate the absolute number against human games where you can.
                    Check the AI understands the scenario. New units or rules the AI misjudges will skew results. Watch a few full games before trusting a batch.
                    Use Fast AI for volume and Hard for spot checks.
                    Plan the number of games. The standard error of a win rate near 50% is about 0.5/√n: roughly ±5 points at 100 games, ±2.5 at 400. Batches of 10 are much too noisy to tell balance apart.
                    Fit the even bid across all games rather than searching step by step. Play a spread of bids, fit P(Axis win) against the bid with logistic regression, and read off where it crosses 50%, with a confidence interval. I started with step-by-step adjustment and it wasted games.
                    Get more signal per game than win/loss:
                    Score unfinished games by TUV share or victory cities instead of discarding them.
                    Use a position evaluator's P(win) at a fixed round as a lower-variance measure. It needs care, because it inherits the AI's bias.
                    Record snapshots every turn, not just results. They show where and when a scenario tips: which territories swing, the round after which games are decided, and opening outcomes. That tells you what to change, not just which side is favoured.

                    I didn't include the per-territory swing analysis or the evaluator's calibration tables; say if the poster would want either. The two purchase screens from earlier are still running."

                    Me: I only know what a small bit of that means, but it sounds pretty cool.

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                    • B
                      beelee @husky81
                      last edited by

                      @husky81

                      Can you combine scripted responses while adding some van dam uniqueness ?

                      It'd be a projrect. Start with the optimal 3-5 moves and there counters and then do the same from there. Can see that exploding quite quickly 🙂

                      But instead of just choose between these 3 and 5 choices add some claudeness to it as well.

                      Idk I have basically zero knowledge of how hard this is but it seems pretty hard 🙂

                      Keep it up though, we want you to succeed 🙂

                      TheDogT 1 Reply Last reply
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                      • TheDogT
                        TheDog @beelee
                        last edited by

                        @husky81 said

                        I am currently trying to build a proper logic for purchase and non combat move.

                        Have you/ClaudeBot seen TripleA AI logs?
                        In game
                        Debug> HardAI> Show Logs
                        Enable AI Logging =TICK
                        Log Depth=Finest
                        Log History To=99

                        AFAIK this is only in memory and not a file.

                        It shows amongst other things how it categorizes its purchases and how it values the purchase of units and places them where needed.

                        https://forums.triplea-game.org/tags/thedog
                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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