Improving AI



  • Just wondering is that really hard or its not priority of developers?



  • @Schulz Lol. A very polite way of saying that. Mind you, TripleA only exists because some folks decided to spend years of their free time developing it, and we only have an AI because we won the lottery of fate and a guy with a passion for AI happens to be among those folks. But TripleA is open source, so you can always just start improving the AI yourself if you have some free time.



  • Redrum and the other devs have already literally spent a good 5 years or more improving the AI from what it originally was and the AI is now way way way more tough than what it used to be beliieeeveee me!!

    But I just replied to say again that once all the GIT pull-requests and fixes are all finally done ... is when I will start to request and suggest again for the 4th or 5th time that we could make a "learning AI" by simply saving a file called "WinnersCapturedTerritories" at the end of a match (cumulative as more matches are played!) to be used to help direct the AI with its decisions for which Territory to choose when faced with an option between several Territories to attack!

    My suggestion is easy and applies to ALL MAPS and only requires 1 additional algorithm and would improve the AI as more games are played!

    So ya thanks for the thread topic even though theres already an AI discussion thread but if I keep posting my AI improvement idea maaaayybe it will be implemented



  • @alkexr How do I improve AI?



  • @Captain-Crunch said in Improving AI:

    I will start to request and suggest again for the 4th or 5th time that we could make a "learning AI" by simply saving a file called "WinnersCapturedTerritories" at the end of a match to be used to help direct the AI with its decisions for which Territory to choose when faced with an option between several Territories to attack!
    My suggestion is easy and applies to ALL MAPS and only requires 1 additional algorithm and would improve the AI as more games are played!

    I don't think TripleA has a large enough active player base for that. We'd need thousands of games for any meaningful machine learning, for every map. That is if we could create an efficient architecture, which is unlikely considering that no one around here has experience with machine learning (that I know of).

    @Schulz First of all, you'll need some Java coding skills. There are plenty of good tutorials on the internet explaining how to do that. Once you are comfortable with that, you should get further direction from redrum. But this will take some effort and time.

    If that seems like too much for you, but still want to help, you can share feedback about situations where the AI messes up badly, or post any relevant ideas in this thread.



  • Triplea would have enogh active player if AI was more challenging. Decent AI is must for gaining enough players for almost all games (maybe except sandbox ones).

    AI can no way act as good as human but it should be challenging with modified incomes at least. AI USA still constantly invade Congo in some WWII maps. In this situation no matter how much bonus will you give to USA.



  • @alkexr you don't understand what I said. My idea isn't about the AI needing to play lots, what I said was THE AI GETS BETTER THE MORE IT PLAYS ... so each copy of the game played by different players around the world would have the AI learn after 2 games, after 3 games, after 4 games etc. etc. etc.

    So an AI from a person's downloaded version of the game say in Boston, could play against the AI of a persons version of the game on the same map who say lives in Toronto ... and PERHAPS the AI that had more played games with more data saved to the "WinnersCapturedTerritories" file (the data adds/accumulates as more games are played to list a hierarchy of top Territories that got captured!) should maybe be better than the AI of the person who's copy of the game had only been played a couple times on that map

    Again, I didn't express every tiny little detail in this thread about this "learning AI" but its pretty straight forward and easy to understand for most people if you read it again

    And the thought did occur to me perhaps we could even some day play this "Learning AI" versus the original AI just to see which is better!



  • @Captain-Crunch Yeah, that AI will get better the more it plays... but it will need thousands of games to reach the level of a crazed monkey slamming the keyboard.



  • @Captain-Crunch Now, seriously, ML technology is fundamentally data driven at the present day. I don't see how, given the limited data available, your learning AI would be better than simply having a human go over the map and pull rough estimated values out of somewhere for every territory and saving those in an AI configuration file. Even a bad human player would outperform the learning algorithm (especially one we could create).



  • @alkexr how many accounts do you have? There isn't a forum I've been at where there isn't a troll having conversations with himself lool

    Anyways, if you have any grasp of math at all, you'd realize that my idea for a "Learning AI" clearly shows IT ONLY TAKES 1 MATCH TO START IMPROVING THE AI.

    That is the topic in this thread by the way ... improving the AI ... so maybe it would literally only take 2 or 3 runs of this "Learning AI" on any map to vastly improve the Ai like literally 30 or 40% more wins.

    So I dare anyone to suggest any better idea to improve the AI more than mine that only needs 1 saved file and maybe 2 extra lines of code that would improve the AI 30 to 40% more after only 2 or 3 matches of "learning"

    😜



  • @Captain-Crunch Limited data can actually make the AI worse. But I don't see how my alleged poor math skills make your point more true.

    EDIT: I hope it's obvious that the post about the monkeys was a blatant exaggeration for audience score, not an accurate assessment.



  • @alkexr in math, "adding" means like 1+1+1 = 3 ...

    so the "Learning AI" would ADD data as more matches are played. The AI would be improved even after JUST 1 MATCH!

    I didn't say anything about limiting the AI to only playing 1 match but I do realize this requires people who understand math or programming so let's wait for some informed and serious replies 🙂



  • @Captain-Crunch said in Improving AI:

    I didn't say anything about limiting the AI to only playing 1 match but I do realize this requires people who understand math or programming so let's wait for some informed and serious replies

    Why did our conversation get out of control so quickly? Is it that you had a great idea, and I didn't like it? Is that a reason for claiming stuff about my math skill? What do you think you will achieve with that? I'm still confident in both my math and programming skills, and you saying things about it without even looking certainly won't change anything about that.



  • @alkexr whoa dude calm down its just an internet convo. No reason to be so mad lool

    seriously though, maybe it's because English isn't your first language that made you make all those confusing posts but I think the topic is just too technical so maybe wait for more posts before trying to reply



  • @Schulz said in Improving AI:

    Triplea would have enogh active player if AI was more challenging. Decent AI is must for gaining enough players for almost all games (maybe except sandbox ones).

    First, sorry for hijacking your thread...

    You might have a point here. But then we are trapped in the cycle of not having enough players, because not having good AI, because not having enough players, because... you see where this goes.

    If you ask me, getting more active players would actually be easier than significantly improving AI. Most of the TripleA playerbase is still former A&A players (as far as I can tell), while most new maps aren't related to WW2 and don't appeal to this part of the playerbase. I think players who would be interested in these alternative maps just haven't found TripleA yet. But then, this woulnd't help with getting more players for the most played maps.



  • @Captain-Crunch Maybe I should use shorter sentences and less of all that weird convoluted grammar we're being taught here in English classes, shouldn't I?



  • @alkexr so just to be clear ... both alkexr and Schulz are calling this AI bad when I expressly stated from the very start that this AI is very very very tough and very very much improved!

    It could just use my "Learning AI" idea to be even better!



  • @Captain-Crunch Did I call this AI bad?



  • @alkexr

    @alkexr said in Improving AI:

    But then we are trapped in the cycle of not having enough players, because not having good AI

    this dude is classic


  • Donators Moderators Admin

    Outside of the intricacies of the debate... I think the one real question becomes how feasible is any of this with only 1 guy working on the AI at his leisure. The leaps and bounds that have already been achieved seem mind boggling to me for a single guy trying to patch together improvements on his own in his spare time.

    Any grandiose plans we might have would likely need more resources to be achievable.


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