vs AI - Game Write-ups
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Please use this thread to post your vs AI games with a write up.
Post specifically:
- a savegame
- text write up of how the game went. I'm looking for commentary on the moves and strategy, what was good, what was blunder. For blunders, please be specific about what it was.
How will these write ups be used? The feedback will go directly into improving the AI. I'll feed these forum posts into Claude, who can then go through the save game and identify the specific mistakes, it'll then iterate on code to modify that until the AI makes a better move. That's the gist of that process, it's slightly more involved, but that is roughly what it looks like.
Why write ups? The AI playing itself does not lead to great results because the AI does not understand what is a "mistake". The AI also does not understand 'strategy', it can't see a game and identify what would have been a better strategy. TripleA is too complex for the AI to even try "all possible different moves" because there are too many and the result of them is too ambiguous for the AI to properly even identify "what would have been better?" This is where the write ups come in. Our write ups will be that missing information.,
Why have the community do write ups? I'm only one person, and I only know a few maps really well - the community providing these write ups will scale this effort. I can pull down the writes up automatically and feed them in almost automatically. There's a bit more work to fine tune it, but the really labor intensive part is actually play against the AI, and then adding commentary of what was good/bad.
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@LaFayette
ver TripleA_2026-11.16.15914_windows-64bit
2026-11-9-1941-Global-Command-Decision.tsvg1941 Global Command Decision has 800 spaces/locations and 2000+ units on the map.
1941GCD is unplayable using Hard Beta AI, it is too slow at resolving German 1st turn and every other turn.
G1 Combat Move - Resetting and giving bonus movement to units.It takes too long to evaluate moves.
1st turn setup helped the AI by moving Move 2+ units back one TT to reduce its movement options, but is still too slow.
Old Hard AI has the same issue.
Old Fast AI is the best and sensible option and gives a good game in a reasonable time.As to testing whether Anti-Tank guns or similar units that suppress/weaken enemy units, Beta AI does not appear to evaluate the new code.
From AI logs
Land: ProductionRule:buyAnti-Tank | cost=5 | moves=1 | quantity=1 | hitPointEfficiency=0.320 | attackEfficiency=1.200 | defenseEfficiency=1.400 | isSub=false | isTransport=false | isCarrier=falseThe above is the same values in old versions & this.
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