TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    AI Development Discussion and Feedback

    Scheduled Pinned Locked Moved AI
    316 Posts 32 Posters 431.4k Views 30 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • C Online
      Cernel Moderators @Alexei Svitkine
      last edited by Cernel

      @Alexei-Svitkine said in AI Development Discussion and Feedback:

      Glad to see my improvements helping so much!

      There is at least one more coming which should help a lot too. I just sent a PR for it this morning.

      @Cernel said in AI Development Discussion and Feedback:

      TripleA 18843:
      Time to end the first turn (Carthage): 0' and 29"
      Time to end the first 5 rounds: 13' and 21"
      RAM level at the end of the first turn (Carthage): 1.94 GB
      RAM level at the end of the first 5 rounds: 2.29 GB

      Still tested with:
      -Xmx4096M
      -Xms4096M
      All to Fast AI and with the "barbarians" player disabled.
      AI Pause Duration=250

      TripleA 18871:
      Time to end the first turn (Carthage): 0' and 32"
      Time to end the first 5 rounds: 13' and 48"
      RAM level at the end of the first turn (Carthage): 1.94 GB
      RAM level at the end of the first 5 rounds: 2.03 GB

      So, this time it took slightly more time, actually (but maybe just a coincidence, as virtually no games go the same way), but it seems there is an 11% reduction in the RAM allocated, after finishing 5 rounds.

      1 Reply Last reply Reply Quote 0
      • Alexei SvitkineA Offline
        Alexei Svitkine
        last edited by Alexei Svitkine

        Not sure if helpful, but I have another example of some bad AI strategy.

        This time on Domination 1914. This from a 2.0 prerelease, unfortunately before the recent Unit + TripleAUnit merge, so to load the save, you need a slightly older version (e.g. prerelease/checkout at 2.0.18893 for example).

        In this game, I was playing as Communists and all other players were Hard AI. The central powers did really well, in particular because USA wasn't able to ever get in the game (it just amassed planes in USA that never made it to somewhere relevant - despite it being possible to island-hop them to Europe/Africa). For example 71 planes in Charleston (there's another 50 in Aleutian Islands):

        Screen Shot 2020-04-27 at 10.49.43 PM.png

        As Communists, I conquered all of Russia, creating a border of my territories against the central powers. So they just kept amassing land units there, not sure why - since they can't enter my territory so they were kind of stuck there. They didn't try to build transports to get those units somewhere useful.

        Screen Shot 2020-04-27 at 10.50.05 PM.png

        On the other hand, when Europe was fully captured, Germany did a hard turn in its production, going from building mostly ground units to building something like 15 planes a turn. But then it ended up in some awkward situations where Britain kept taking some territories with land units and transport and Germany having no neighbouring land units but like 40 planes, to recapture. Germany could have defended things much better.

        Screen Shot 2020-04-27 at 11.10.03 PM.png

        Arabia was particularly interesting - due to Turkey not playing very well, Arabia kept managing to stay alive and harass them. However, its capital could only produce 4 units, which it was doing to produce 4 Beaudoin units each turn. But it had more money than that - so it was just building up a war chest for no reason (as opposed to using it - e.g. building a factory somewhere or just dumping intro trenches that could be built without a factory).

        One turn UK loaded up some units on a transport and just left it in open waters sinkable by my plane. Even though those units could have landed in an undefended territory instead (e.g. Latvia)!

        Screen Shot 2020-04-27 at 10.41.20 PM.png

        Another thing, at some point different countries like UK, Austria, Germany, USA built navies. But ship choices were rather poor - mostly building Cruisers - but ideally for large fleets, you want to have battleships to take hit points without dying - the computer was not doing that.

        I'm sure there's lots of other questionable stuff there, but the above are some of the most glaring.

        dom_AI.tsvg.zip

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

          @Alexei-Svitkine Some good examples here. Quick thoughts:

          • The AI struggles with 3 move planes and maps without carriers and need ssome additional checks around those.
          • The AI doesn't quite understand the neutral relationships between the Central Powers and Communists.
          • The AI only has limited support for 0 move units (trenches).
          • Guessing the unloaded units was some sort of movement bug

          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
          • Alexei SvitkineA Offline
            Alexei Svitkine
            last edited by

            I noticed some very buggy AI behavior. On WAW, Hard AI playing the Japanese factions was sending a bomber to attack a well defended ANZAC territory. The bomber just died as expected. And WAW uses low luck, so it was a guaranteed suicide. This happened twice with a bomber over different turns another time with 2 fighters.

            (Getting a forum error adding a screenshot. Can try later.)

            This is with latest prerelease. Save:
            waw_buggy.tsvg.zip

            1 Reply Last reply Reply Quote 1
            • FrostionF Offline
              Frostion Admin
              last edited by Frostion

              I also get error when trying to add screenshot. Tried to do it like 15 hours ago. What's up with that? 🤔

              Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

              1 Reply Last reply Reply Quote 1
              • bluelionmanB Offline
                bluelionman
                last edited by bluelionman

                Big World 1942 v3

                I'm not sure if this is the right place to post this but wanted to offer some feedback. I play the AI a lot and find I beat it even on Hard but when I play a human I usually lose (with the exception of my sibling whom I usually beat).

                I played a really long game against the AI where I was only 1 country - all the rest on Hard AI and I tried really crazy things at the start as I was testing the theory you can do anything and win against the AI. Well there is no way I should of won - I was losing big time the Axis (AI) had taken Russia and the whole continent was there's between Germany, Italy and Japan... also Italy had all of Africa. I had loads of powers for UK and just kept buying infantry and bombers stopping the Axis having a navy to get to UK or USA and having enough defend against parachute drops of dudes.

                This stale mate went on for ages then in round 40 something I noticed Germany had moved everything out of its capital I'd no idea why but I pounced had 6 bombers drop 6 British infantry. His AA shot 2 down but 4 landed and I took his money over 100 PU's.

                Now any human would not make that mistake again - he had 55+ units off all types 1 territory away but every German go he only put half a dozen units in to take it back and moved no more in on non combat to re-in-force. This meant I kept retaking Germany every round for the next 4+ rounds and its money so it never got to build and Britain got to spend near on 140 PUS every round - so of course I came back and won.

                So somehow the AI does not realise the significance of its capitals and how losing them means it loses its PU's. Can anything be done to address that?

                Also I found the USA as an AI is dead useless it just seemed to buy transports and infantry and sail up to Alaska and pretty much drop them off and go back and that's all it really did most game and drop some off up and down that coast when no chance of holding off Japanese units and leaving its navy to get sunk by planes over and over again. The US could of helped so much more having the most PU's income of the allies early on but seemed to do nothing much - no plan whatsoever.

                I don't know how AI is coded and it must be real hard but is there anything being worked on to help it do better?

                I don't wish to moan I love the game just wanted to feed back my experiences in the hope it may help those behind this great game online. Thanks all.

                Where would you rather be than right here, right now!

                1 Reply Last reply Reply Quote 1
                • P Offline
                  pithief
                  last edited by

                  Of note, I believe the new 2.1.20365 engine does not build new factories anymore, at least under certain maps. Previously played through a couple games under the scenarios The Rising Sun (Map v. 1.9.3) and 270BC (map v. 1.7.0) using the 1.9 engine and the AI would build plenty of factories or cities. We all updated and now they don't.

                  Hope this is the right place to put this. Also, ya'll have done great things with and for this game!

                  M 1 Reply Last reply Reply Quote 3
                  • TorpedoAT Offline
                    TorpedoA
                    last edited by

                    Hi there
                    I have a unit called TrenchInf.
                    Supposed to be like a Infantry which is entrenched and in a extreme defensive position so they cannot attack immediately so to speak, so i want them to be a noncombatmovement infantry.
                    At first it looked like this:

                    <attachment name="unitAttachment" attachTo="TrenchInf" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="movement" value="1"/>
                    <option name="attack" value="0"/>
                    <option name="defense" value="3"/>
                    <option name="isLandTransportable" value="true"/>
                    <option name="transportCost" value="4"/>
                    <option name="canNotMoveDuringCombatMove" value="true"/>
                    <option name="isConstruction" value="true"/>
                    <option name="constructionType" value="FieldFort"/>
                    <option name="maxConstructionsPerTypePerTerr" value="20"/>
                    <option name="constructionsPerTerrPerTypePerTurn" value="2"/>
                    </attachment>
                    

                    Then i noticed that the AI seems to never non-combat-move it by sea transport.
                    Then i thought that it could be something about infrastructure, so i now changed it to something like a normal infantry unit:

                    <attachment name="unitAttachment" attachTo="TrenchInf" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                    <option name="attack" value="0"/>
                    <option name="defense" value="3"/>
                    <option name="movement" value="1"/>
                    <option name="transportCost" value="4"/>
                    <option name="isLandTransportable" value="true"/>
                    <option name="canNotMoveDuringCombatMove" value="true"/>
                    </attachment>
                    

                    Unfortunately the AI still doesnt move this unit by sea transport in noncombatmovement round.

                    This is all Fast AI.

                    Any ideas?

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

                      I am wondering if it is possible to have the AI from previous version. I.E. If i design a single player map balanced for the current AI, I probably want a way for it to still be relevant in the future.

                      1 Reply Last reply Reply Quote 1
                      • TorpedoAT Offline
                        TorpedoA
                        last edited by

                        About "Show Hard AI Logs"

                        Where do those Efficiency numbers come from?
                        For example Infantry
                        Movement=1
                        Attack=1
                        Defense=1
                        PU-cost=4
                        HP-Efficiency=0.4
                        Att-Efficiency=1.5
                        Def-Effiecieny=1.75

                        How?

                        1 Reply Last reply Reply Quote 1
                        • M Offline
                          Mora @pithief
                          last edited by

                          @pithief said in AI Development Discussion and Feedback:

                          Of note, I believe the new 2.1.20365 engine does not build new factories anymore, at least under certain maps. Previously played through a couple games under the scenarios The Rising Sun (Map v. 1.9.3) and 270BC (map v. 1.7.0) using the 1.9 engine and the AI would build plenty of factories or cities. We all updated and now they don't.

                          Hope this is the right place to put this. Also, ya'll have done great things with and for this game!

                          I second that. Unfortunately, AI doesn't build factories any more like it did. I am a WAW player. It's no fun anymore...

                          FrostionF 1 Reply Last reply Reply Quote 1
                          • FrostionF Offline
                            Frostion Admin @Mora
                            last edited by

                            @Mora said in AI Development Discussion and Feedback:

                            @pithief said in AI Development Discussion and Feedback:

                            Of note, I believe the new 2.1.20365 engine does not build new factories anymore, at least under certain maps. Previously played through a couple games under the scenarios The Rising Sun (Map v. 1.9.3) and 270BC (map v. 1.7.0) using the 1.9 engine and the AI would build plenty of factories or cities. We all updated and now they don't.

                            Hope this is the right place to put this. Also, ya'll have done great things with and for this game!

                            I second that. Unfortunately, AI doesn't build factories any more like it did. I am a WAW player. It's no fun anymore...

                            Is there any dev willing to look into this issue? Or at least just identify the issue?

                            I have no idea if this issue is posted at Github.

                            By the way, a bug like this really hinders map development, besides messing with the single player experience, especially for maps that utilize the AI in some way.

                            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                            1 Reply Last reply Reply Quote 2
                            • M Offline
                              Mora
                              last edited by

                              https://github.com/triplea-game/triplea/issues/7353

                              1 Reply Last reply Reply Quote 4
                              • F Offline
                                ff03k64
                                last edited by

                                I am wondering what the priority is for getting the AI to handle resources besides PUs very well. Thanks!

                                1 Reply Last reply Reply Quote 3
                                • LaFayetteL Offline
                                  LaFayette Admin
                                  last edited by

                                  AFAIK the biggest priority is for factory purchases to be brought back.
                                  @redrum , do you remember the background on why AI stopped purchasing factories?

                                  F 1 Reply Last reply Reply Quote 3
                                  • F Offline
                                    ff03k64 @LaFayette
                                    last edited by

                                    @LaFayette I was more wondering like short term, mid term, long term.

                                    Because I know a lot of maps don't use them, some like Warcraft the AI can handle them ok based on how they are implemented. Others like fuel on iron war they just smash their heads into the wall.

                                    LaFayetteL 1 Reply Last reply Reply Quote 1
                                    • LaFayetteL Offline
                                      LaFayette Admin @ff03k64
                                      last edited by

                                      @ff03k64 I don't want to discourage discussion here, however TBH our labor capacity is critically overstretched these days. Therefore certainly not short-term, probably not even medium term 😐

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

                                        @LaFayette That's fine. I am just trying to decide how to design my map, and if this is a ways off, i will probably use triggers to get desired performance out of the AI.

                                        I don't want to duplicate requests, do we know if it is on the feature request page? I am terrible at search, and don't want to go through the hundred posts that i get to see if they are remotely what this is.

                                        1 Reply Last reply Reply Quote 1
                                        • LaFayetteL Offline
                                          LaFayette Admin
                                          last edited by

                                          I think AI handling alternative resource types exists as a feature request, but TBH I'm not completely sure it is.

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

                                            @LaFayette said in AI Development Discussion and Feedback:

                                            I think AI handling alternative resource types exists as a feature request, but TBH I'm not completely sure it is.

                                            I don't see it listed. @ff03k64 you can make a request one thread above this one.

                                            Ahh I see you already made one. Please disregard 🙂

                                            1 Reply Last reply Reply Quote 1

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 6
                                            • 15
                                            • 16
                                            • 4 / 16
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums