Improved Pro AI, please give it a try and post feedback
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I tried the new AI. It seems a bit more creative in its play and handles naval matters better.
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Well I posted at the other site lol
https://www.axisandallies.org/forums/topic/42759/major-ai-computer-player-update-to-triplea
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@beelee Thanks! One nitpick, the latest is also (always) available at the main website: https://triplea-game.org/download/
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@schulz the ProAI didn't have any rules for 'Scramble To Any Amphibious
Assault'Working on a fix for ProAI to know about that, so it would then see the scramble option.
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@LaFayette I also had this propterty, not sure how it impacted the game.
<attachment name="conditionAttachmentAICompatibility" attachTo="Germany" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="gameProperty" value="AI Compatibility"/> </attachment>In another game, the hard German AI neither used its ships to sink the British ships more effectively nor defended France properly.

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Played a game of Classic against the new AI. I was the Axis and the AI played the Allies. It didn't really put up a fight. It kept building bombers and tanks as the British. They eventually had 5 tanks in London for no good reason. The Western Allies invaded Africa early which is good, but they didn't start landing in Europe. It kept massing its fleet for a large invasion but that invasion never came because I defended the coastline properly. In this game, it is key to reinforce Russia as much as possible and the AI didn't do that. It just kept bombing me and let me kill Russia. Honestly I was not impressed by the Allied play, they were making strange and passive moves that made an Axis win inevitable.
The game was won at the end of round 7 because of an Axis economic victory.


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@VictoryFirst I tried the Hard Beta with the Axis against the Hard with the Allies using Oztea 41, a fairly balanced scenario using the Global Map (and no annoying politics rules).
On turn 9, Berlin fell to a can opener attack where the Americans took Denmark and the British took a barely defended Berlin. Another problem was the Japanese overbuilding air and not having enough ground forces to defeat China.
These were issues the Hard AI also had.
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Working through all of the latest. I presume everyone is playing against the "Hard(Beta) AI". Please prefer Hard(Beta) AI.
FYI, reminder: Bug fixes, like patches to know about rules, are always updated in both "Hard AI" and "Hard(Beta) AI" both. The "beta" AI uses additional considerations & mechanics and is enabled or disabled with the "beta features" engine setting.
@schulz a patch to make the ProAI (Hard AI)aware of amphibious scramble should be live now.
@rogercooper can-opener happened because (LLM wrote):"The traces found the cause of the Berlin loss, and it is exactly Roger's "can opener": the AI treats the Danish Straits as closed to the British, so it sees no sea-landing threat on Berlin." That can be patched!
Issues found
- It's looking like the excessive bombers is the ProAI deciding to spend excess income on air.
- ProAI is not considering a canal based can opener. It sees a canal as closed, and treats it that way until next round. The ProAI then unstacks because it only see a few units that can attack, so G becomes too lightly defended.
Additional Approach for improvements
I'm realizing a number of issues is the ProAi not being aware of some rules. I'm working to compare a full set of rules with what ProAI knows about to give clues to which rules it should implement. Rockets, paratroopers look to be big ones for that gap.
Hoping to have a number more patches/fixes landed tomorrow night and the day after.
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Havent tried it will check it out later on middle earth.
To note one thing the Hard Ai has a problem with dealing is capital bait&recapture. It doesnt seem to understand that it must defend the capital when it recaptures lest the opponent take it over again and steal all PUs, could be worth scripting for those outliers.
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