AI Development Discussion and Feedback
Addendum, general labor, labor is the most valuable thing for this project, of any type!
If there are developers out there half inclined, I do think one could make a pretty compelling argument to become engaged on this project. It certainly has helped me professionally, there are a number of things I learned working on TripleA that I brought in to work the next week or even the next day. It's also a nice change of pace and rewarding to be able to work on something of interest to you and that goes on to be used and enjoyed by one of the best gaming communities there are.
Contested territories (which can occur as a result of limiting land combat to a fixed number of rounds, ex=3) seems to be causing trouble to the AI fighter management:
The following issues have been observed:
- sending planes without the supporting infantry (blocked in the contested territory).
- not rebasing fighter after combat because they cannot land in the planned destination (contested), even though other destinations were in range.
I've also posted an issue about a quite frequent Air Battle error popup message (with AI attacker)
Alexei Svitkine last edited by Alexei Svitkine
I played a game of Iron War with a lot of AI players and observed some pretty bad behavior.
Britain kept building transports & units out of Western Canada, but these just sat in the bay without doing anything, just accumulating over 16 rounds:
Russia was getting beat up a lot, but they kept building air transport planes instead of something like infantry:
EDIT: Britain was also building a lot of Air Transport planes in the England and not using them for anything. It's probably not the right thing for them to be building, but at least once built, they could have used their 13 air transports to land units in Africa - or straight up to land units in France.
EDIT 2: Reading the game notes, it looks like the Air transports might be coming from "Allied Airfields" that produce them each turn. OK, in that case it's not an AI decision to build them, but that the AI is not using them effectively (e.g. as Britain) is a bug.
Germany was buying a good amount of AA guns and at some point brought 13 of them to the front and attacked with them:
In general, Russia was messing around all over the map, such as going to Africa, Middle East, etc. and badly losing its Western Front.
pact_of_plastic last edited by pact_of_plastic
@redrum You did it Pact of Steel 2 AI will now all but abandon a doomed and devastated IC without repairing. Great work, thanks!
Black_Elk last edited by Black_Elk
Been a hot minute here, but I was curious, do you guys think the HardAI or FastAI should get a different name now?
I mean when work first began on tripleA, "HardAI" was an obvious euphemism. Even in like 2017 when this thread was started I think we could still kinda smile and nod at the notion of a HAL 9000 or TripleA Skynet. But now that things are moving apace in that arena, ever since they came for the visual artists first, I've been a bit more T2 in my attitude. That just seemed like a low blow and hitting too close to home hehe. We'll remember that one Skynet! But now, ya know, we got these chats and like writer's guild strikes on it, and people I think have a different sense of it now. Might make sense to just call it "Computer" or "Redrum" or something? I'm sure at some point, HardAI might actually go the whole nine, and at that point like none of us will be able to beat it. We'll be handicapping the machine instead of the other way round lol. Like I'm not sure how I'll feel about it when that happens, cause probably not only will the HardAI be able to beat us reliably, but it might even come with some chat trash-talk algorithm built-in to salt the wound after it wins heheh. I can picture it saying "Taste It! I win! Haha but no seriously, GG. Better luck next time " before logging off. But I mean more in the now, I feel like "Computer" would be a bit more accurate for what it is. Just a random thought. Obviously I love it. It's given me hours and hours of entertainment!
RogerCooper last edited by
@black_elk From a computational point of view, Axis & Allies is much more complicated than Go or Chess. There was an attempt to use a neural net to play Risk a few years ago, and it played poorly.
The Fast AI is actually better in some situations than the Hard AI. It is more aggressive than the Hard AI sometimes.