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    AI Development Discussion and Feedback

    Scheduled Pinned Locked Moved AI
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    • redrumR Offline
      redrum Admin @Cernel
      last edited by

      @Cernel I'm fairly certain that issue was fixed in 1.9. Once I update the map to 1.9 then we can try to reproduce it.

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

      1 Reply Last reply Reply Quote 1
      • F Offline
        ff03k64
        last edited by

        I was just playing Middle Earth on the latest AAA version. It seemed like the hard Evil AI wasn't quite aggressive enough. Other than that, they seemed to play very well, so thanks for all the hard work!

        1 Reply Last reply Reply Quote 1
        • B Online
          beelee
          last edited by beelee

          Idk if it's been 8 weeks or not or if this is even the right thread but for some reason I just ... well 🙂

          https://www.youtube.com/watch?v=dGu6v2OjW8s

          Scorpions comes up next just fyi

          ahh yea wrong place please move

          https://forums.triplea-game.org/topic/381/favorite-playlists-songs-while-vanquishing-foes

          🙂

          1 Reply Last reply Reply Quote 1
          • F Offline
            ff03k64
            last edited by

            Hard AI didn't seem to handle Strategic bombing very well. Was playing one of the star wars galactic war maps. First couple of times it sent several bombers in to bomb, but after I started to defend against it, it would send in 1 or 2 bombers when i had 4 fighters and AA in the area and just chewed them up. It was almost as if the AI didn't consider the fighters when it made it's calculations on if it would be worthwhile to do the bombing run.

            Captain CrunchC 1 Reply Last reply Reply Quote 1
            • Captain CrunchC Offline
              Captain Crunch Banned @ff03k64
              last edited by Captain Crunch

              @ff03k64 hmmmm was the AI winning comfortably at that point? Like they had Bombers to spare?

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              • F Offline
                ff03k64
                last edited by

                No, when it started getting bad it was pretty even. It continued for several turns as they were falling behind.

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @ff03k64
                  last edited by

                  @ff03k64 Do you have a save game showing the poor SBR decisions?

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  F 1 Reply Last reply Reply Quote 0
                  • F Offline
                    ff03k64 @redrum
                    last edited by

                    @redrum starwarsforupload.tsvg

                    Let me know if that worked.

                    redrumR 1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @ff03k64
                      last edited by

                      @ff03k64 Ah I see. In the current stable release (1.9.0.0.13066), the AI doesn't consider interceptors. Logic to handle this has already been added to the latest pre-release to avoid this exact problem you are seeing. You can try out the latest pre-release here or once we release the next stable release it should be fixed: https://github.com/triplea-game/triplea/releases

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      F 1 Reply Last reply Reply Quote 1
                      • F Offline
                        ff03k64 @redrum
                        last edited by

                        @redrum I think i will stick to the stable. I want to try to make a map myself, so i would rather not work with the pre-releases and their possible bugs at this point.

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @ff03k64
                          last edited by

                          @ff03k64 Ok. You can also have multiple versions (say stable and pre-release) installed at the same time. You just need to make sure to pick a different install folder location when running the installer.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          F 1 Reply Last reply Reply Quote 1
                          • F Offline
                            ff03k64 @redrum
                            last edited by

                            @redrum Oh yeah, I remember that from when I had like 1.3 and 1.4 at the same time. Is there a changelog for the pre-release?

                            redrumR 1 Reply Last reply Reply Quote 0
                            • redrumR Offline
                              redrum Admin @ff03k64
                              last edited by redrum

                              @ff03k64 Not yet. We usually publish a consumable changelog when we release a stable. You can see the changelogs here but for the pre-releaes is just points to the PRs since the last stable which is quite a lot 🙂 https://triplea-game.org/release_notes/

                              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                              1 Reply Last reply Reply Quote 0
                              • P Offline
                                pact_of_plastic
                                last edited by pact_of_plastic

                                My reoccurring concerns and applause for AI have consistently been the following:

                                1: Rather foolish or completely suicidal Allied placement and/or movement of transports while under heavy pressure. The poor/suicidal choices seem to escalate the more AI struggles. (The worst I've seen was in Pact of Steel China added WWII V3 where AI placed 4 undefended transports in range of an enemy sub having no chance of being neutralized before the sub could attack (and no apparent better option for the sub or forseen means of defense to arrive before the sub could attack).
                                2: in some maps, poor analytical choices in regards to how much or if at all to repair an industrial complex. I've mostly not kept track of which maps/versions apply to repair decision quality (however the map Pact of Steel China added WWII V3 seemed to make decent decisions regarding repair or lack of repair of an industrial complex [unlike most other maps] since they often just repair max damage despite the repair being either futile or a poor decision).

                                The poor placement/use of transports is by far #1 crippling the AI. I've noticed this issue often arises when France/Western Europe are well defended, Algeria isn't a good option and the allies will send undefended transports to attack Norway or other northern territories. I haven't read this whole thread and offer apology if this post is redundant as well as my lack of details regarding other maps. I play alot of various maps vs AI and have noticed these general patterns in various maps though have finally noticed a control group where more extreme aspects of both issues (good and bad) can be found in this single game attached (the map being Pact of Steel V3 China added) and hope the observation helps to either embrace and/or correct any scripts and apply changes to maps in general.

                                • list itemuse bad placement rd 4.tsvg
                                redrumR 2 Replies Last reply Reply Quote 2
                                • redrumR Offline
                                  redrum Admin @pact_of_plastic
                                  last edited by

                                  @pact_of_plastic Thanks for the feedback and save game. Here are some thoughts:

                                  1. So the issue here is that the AI bought 4 transports and incorrectly anticipated killing the japanese sub off Alaska (this is essentially the AI not fully understanding v3 sub rules and that they can submerge before battle). Then after the japanese sub doesn't die, it has no safe place to put them since the US east coast is also exposed. So no real good option.

                                  2. Yeah, the AI repair logic is very basic and essentially usually just repairs the full amount. This is something that just needs improved.

                                  There are probably other cases of poor transport decisions but this one in particular is actually just a misunderstanding of v3 sub rules. If you have other save games showing examples please add them here.

                                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                  P 1 Reply Last reply Reply Quote 1
                                  • redrumR Offline
                                    redrum Admin @pact_of_plastic
                                    last edited by

                                    @pact_of_plastic PR to fix issue #1: https://github.com/triplea-game/triplea/pull/5492

                                    Once that is merged, you can test with the latest pre-release but beware its not save game compatible with the current stable release.

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                    P 1 Reply Last reply Reply Quote 2
                                    • P Offline
                                      pact_of_plastic @redrum
                                      last edited by pact_of_plastic

                                      @redrum, @ron-murhammer

                                      Thanks for the timely reply and work on the issue fix. I look forward to it's full implementation and being able to save games with the fix in effect.

                                      Here is another game where the US could have made a better decision. It seems the US took a VC or possibly national objectives as priority, despite projection of power and ojbectives being disabled. It's pretty clear the US xport should have taken undefended Australia instead of attacking a defended Borneo, and probably should have had plans to follow up by attacking undefended New Guinea, or attempting to take Borneo or East Indies. If not that strategy, the US could have sent in a fighter to aid the 2 infantry, consider a bombard in addition to the attack, as well and in turn protect it's xport with the rest of it's navy from the Japanese sub and it probably would have won the Borneo battle with New Guinea and Australia to follow up on easily. I understand the US was probably considering heading toward UK and didn't want to waste the movement, however in rd 6, they actually attempted an attack on Japan instead and they very well may have won that if they sent more power to Borneo and defended the xport in rd 4. It just seems they should have dealt with the whole situation a bit better. The US often bounces around and lacks focus. UK does it too and I'm sure it's hard as hell to script but in the end if they stayed focused a bit more they'd generally be more effective at least vs my play style. I really appreciate all the work you guys put into this game. Thanks a ton! us bad decision.tsvg

                                      @ron-murhammer

                                      redrumR 1 Reply Last reply Reply Quote 0
                                      • redrumR Offline
                                        redrum Admin @pact_of_plastic
                                        last edited by

                                        @pact_of_plastic Definitely an interesting choice by the US in this case. There are a few separate areas here around attacking Borneo vs Australia:

                                        • The AI sees being in the Borneo sea zone as more strategic than down by Australia so that it has more options the following turn
                                        • Borneo is worth more than Australia (4 > 3)
                                        • AI believes its odds on Borneo are fairly good when it uses its cruiser to bombard

                                        Now there is a bug where the AI aborts bombarding for v3 transport rules (transports having no casualty/defense) if enemy ships are within range. So the AI expects to attack borneo with 2 inf and bombard with the cruiser but the bug cancels the bombard leaving the odd behavior. I've put a PR to fix this: https://github.com/triplea-game/triplea/pull/5531

                                        Ideally the AI would also use its fighter but this is more complex as the AI is overly conservative with landing on carriers and doesn't commit to moving its carrier til NCM so won't use the fighter since its can't guarantee its safe landing.

                                        I think most human players go for Australia but Borneo with 2 inf, 1 fighter, and cruiser bombard is probably equal choice. The bombard bug will be fixed in the next release. The air is a much more complex problem is solve.

                                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                        1 Reply Last reply Reply Quote 2
                                        • C Online
                                          Cernel Moderators
                                          last edited by

                                          I've a game (derived from 270BC) with these main charateristics:

                                          • There is a factory in every territory, capturable, able to place up to territory value (just your regular WW2 factory, except ubiquitous and granted). This factory is valued 0.
                                          • Most units (all except 2, and half of the players don't have any of them) require a unit to be placed; the only thing this unit does is being required for placement, by most units; this unit is a costruction, you can purchase and place (at all effects, for the units requiring this unit to be placed, such unit acts exactly like a regular factory would), and all players start with one in a valuable territory.
                                          • The unit not requiring any units to be placed (meaning only requiring those factories present in all territories) are absolutely or relatively weaker than the other units; so much that you would virtually never buy them, if they didn't have this placement advantage.
                                          • There are no capitals.

                                          The concept is, practically, the same as saying that you have many units you can place with factories, but you have also a few underpowered units that you can place with no factory in the territory.

                                          For example, at the same price, you can place a att-def-mov=1-2-1 unit that requires a costly construction unit in the territory, for placement, or you can place a att-def-mov=1-1-1 unit that can be placed in any territories you owned since start turn (by factories that are simply present in each territory on the map).

                                          The AI has 3 main problems with this game:

                                          • It never purchases the unit required for most units to be placed (even in the case of those players that can only purchase units requiring such unit for placement).
                                          • It way too much prefer purchasing the units that have no special placement requirement, if the player has any of them, even to the point of purchasing less other better units than what it could already place (as every player starts with such a required unit in a valuable territory), and often actually purchasing none of them.
                                          • Eventually, it often starts stacking increasing quantities of units in some territories away from the enemy, never using them, unless enemy units get close enough.

                                          Those problems are really very bad, and the AI gameplay is, at its current state, almost entirely broken.

                                          redrumR 1 Reply Last reply Reply Quote 0
                                          • redrumR Offline
                                            redrum Admin @Cernel
                                            last edited by

                                            @Cernel Correct. The AI doesn't currently support that because there are very few or no maps with those features.

                                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                            1 Reply Last reply Reply Quote 1

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