<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Lets help the AI purchase the unpurchaseable]]></title><description><![CDATA[<p dir="auto">I would like to collect in one place all the things the AI does <strong>not</strong> purchase or purchases badly.</p>
<p dir="auto">For me the AI will not Purchase the following;</p>
<p dir="auto">Unit---------- Atk-Def-Move  Notes<br />
Fort------------0---0-----0---isInfrastructure, isConstruction<br />
Castle----------0---0-----0---as an upgrade to a Fort<br />
Cruise Missile--0---0-----7---isStrategicBomber,  isFirstStrike,  isSuicide,   isKamikaze</p>
<p dir="auto">Please list <strong>all</strong> your AI purchase issues, even ones previously posted by others, then we can all see if it's a common or rare problem, then I will attempt to identify possible solutions to help the Devs.</p>
]]></description><link>https://forums.triplea-game.org/topic/2510/lets-help-the-ai-purchase-the-unpurchaseable</link><generator>RSS for Node</generator><lastBuildDate>Wed, 16 Sep 2026 00:59:12 GMT</lastBuildDate><atom:link href="https://forums.triplea-game.org/topic/2510.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 17 Dec 2020 10:49:02 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Thu, 24 Dec 2020 17:33:13 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/thedog" aria-label="Profile: TheDog">@<bdi>TheDog</bdi></a> said in <a href="/post/45795">Lets help the AI purchase the unpurchaseable</a>:</p>
<blockquote>
<p dir="auto">Would this AI project conflict with what Trevan is currently doing?</p>
</blockquote>
<p dir="auto">No.  My AI is completely different from <a class="plugin-mentions-user plugin-mentions-a" href="/user/redrum" aria-label="Profile: redrum">@<bdi>redrum</bdi></a>'s.  So changes to his ai wouldn't affect mine.</p>
]]></description><link>https://forums.triplea-game.org/post/45833</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45833</guid><dc:creator><![CDATA[Trevan]]></dc:creator><pubDate>Thu, 24 Dec 2020 17:33:13 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Wed, 23 Dec 2020 15:42:55 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/thedog" aria-label="Profile: TheDog">@<bdi>TheDog</bdi></a> Just a player and observer at the moment.</p>
<ul>
<li>Shouldn't need to be any limit as it would just make each resource's value "relative" to PUs</li>
<li>Yes, it could be implemented in phases</li>
<li>No idea as I'm not sure exactly what Trevan is planning to do</li>
</ul>
]]></description><link>https://forums.triplea-game.org/post/45803</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45803</guid><dc:creator><![CDATA[redrum]]></dc:creator><pubDate>Wed, 23 Dec 2020 15:42:55 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Wed, 23 Dec 2020 09:42:32 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/redrum" aria-label="Profile: redrum">@<bdi>redrum</bdi></a> Wow already have a design that looks like it should work, when can you start work.  <img src="https://forums.triplea-game.org/assets/plugins/nodebb-plugin-emoji/emoji/android/1f61b.png?v=f80efd2fa9e" class="not-responsive emoji emoji-android emoji--stuck_out_tongue" style="height:23px;width:auto;vertical-align:middle" title=":P" alt="😛" /></p>
<p dir="auto">Seriously though, are you back as an observer or as a Dev?</p>
<p dir="auto">Either way good to have you back!</p>
<p dir="auto">Some questions<br />
Would you limit the number of non-PU resources?  If so, to how many? Frostions Warcraft map has 6.<br />
Could it be done in two phases, the 'supply' side and then the 'demand' side or would it be better to do as one phase?<br />
Would this AI project conflict with what Trevan is currently doing?</p>
]]></description><link>https://forums.triplea-game.org/post/45795</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45795</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Wed, 23 Dec 2020 09:42:32 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Wed, 23 Dec 2020 05:10:49 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/thedog" aria-label="Profile: TheDog">@<bdi>TheDog</bdi></a> This is the design that I came up with to add valuation for non-PU resources for the AI: <a href="https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback/192">https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback/192</a></p>
]]></description><link>https://forums.triplea-game.org/post/45790</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45790</guid><dc:creator><![CDATA[redrum]]></dc:creator><pubDate>Wed, 23 Dec 2020 05:10:49 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Tue, 22 Dec 2020 01:08:15 GMT]]></title><description><![CDATA[<p dir="auto">The AI would need to know the value/ratio of a resource, compared to 1 PU.<br />
Resource1,fuel,0.5<br />
Resource2,iron,1.25<br />
Resource3,wood,2<br />
etc</p>
<p dir="auto">But the more resources the harder it will be for the AI to work out what is the best value per resource combo.  The more resources the longer time it will take to come to a conclusion.</p>
<p dir="auto">I dont think there is a quick fix for this one.</p>
]]></description><link>https://forums.triplea-game.org/post/45720</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45720</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Tue, 22 Dec 2020 01:08:15 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Mon, 21 Dec 2020 22:49:36 GMT]]></title><description><![CDATA[<p dir="auto">It is hard to see how the AI can deal with buying resources without some specific guidance. Perhaps a supplementary AI plan file that can be read by the AI. An AI plan file could contain a series of conditions and actions that the AI would execute before doing its regular buys.</p>
]]></description><link>https://forums.triplea-game.org/post/45714</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45714</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Mon, 21 Dec 2020 22:49:36 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Mon, 21 Dec 2020 19:19:41 GMT]]></title><description><![CDATA[<p dir="auto">AI has issues buying other resources.  Frostion's warcraft map lets you buy wood, food, etc.  and the AI won't.</p>
<p dir="auto">AI doesn't factor units with createsunitlist into purchases.</p>
<p dir="auto">AI either doesn't make purchases of units that consume other units, or does it poorly. I can't remember which.</p>
]]></description><link>https://forums.triplea-game.org/post/45703</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45703</guid><dc:creator><![CDATA[ff03k64]]></dc:creator><pubDate>Mon, 21 Dec 2020 19:19:41 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Sun, 20 Dec 2020 15:14:13 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/thedog" aria-label="Profile: TheDog">@<bdi>TheDog</bdi></a> if you decrease that air variable then the ai is probably gonna buy even less air units then it does today which is probably gonna make it worse in most situations.</p>
]]></description><link>https://forums.triplea-game.org/post/45643</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45643</guid><dc:creator><![CDATA[redrum]]></dc:creator><pubDate>Sun, 20 Dec 2020 15:14:13 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Sun, 20 Dec 2020 14:05:06 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/rogercooper" aria-label="Profile: RogerCooper">@<bdi>RogerCooper</bdi></a>  You could be correct.</p>
<p dir="auto">There are two parts to the proposed fix.</p>
<ol>
<li>The bid/turn one purchases, hopefully that's now covered.</li>
<li>The x 10 variable, makes the probability of buying aircraft probably too high and this value should be reduced, but to what ?  Hopefully having it as a mapmakers/tinkers AI property we can find out.</li>
</ol>
<p dir="auto">As an example, having this value as an AI variable for WWI this can set as 2 and for WWII 5, for modern warfare 8, the higher the number the more aircraft are favoured.</p>
]]></description><link>https://forums.triplea-game.org/post/45640</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45640</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Sun, 20 Dec 2020 14:05:06 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Sun, 20 Dec 2020 13:16:07 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/thedog" aria-label="Profile: TheDog">@<bdi>TheDog</bdi></a> I don't think that proposed fix is sufficient. The problem is not only a bid problem, it can also happen during the game if the AI has relatively few factories. The AI does not really deal with the concept that enough is enough.</p>
]]></description><link>https://forums.triplea-game.org/post/45639</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45639</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Sun, 20 Dec 2020 13:16:07 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Sun, 20 Dec 2020 10:10:09 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/rogercooper" aria-label="Profile: RogerCooper">@<bdi>RogerCooper</bdi></a> I dont play much WWII, but I am working on an Ultra modern/SciFi map and noticed the same, that the AI buys 3 Stealth Bombers and I thought why, when it needs ground units, but as you said the AI has a lot of money.</p>
<p dir="auto">A possible solution has been added to post 2.</p>
]]></description><link>https://forums.triplea-game.org/post/45638</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45638</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Sun, 20 Dec 2020 10:10:09 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Sun, 20 Dec 2020 03:14:03 GMT]]></title><description><![CDATA[<p dir="auto">A common problem is buying too many air units if the AI has a large amount of money, which can happen with a starting bid. This happens in all scenarios.</p>
]]></description><link>https://forums.triplea-game.org/post/45632</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45632</guid><dc:creator><![CDATA[RogerCooper]]></dc:creator><pubDate>Sun, 20 Dec 2020 03:14:03 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Thu, 17 Dec 2020 20:55:08 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/thedog" aria-label="Profile: TheDog">@<bdi>TheDog</bdi></a> This is done on purpose. A significant amount of either logic to value 0 move units better or a map specific AI property would need to be added. Otherwise you risk the AI buying lots of 0 move units and not understanding that they can't move anywhere.</p>
]]></description><link>https://forums.triplea-game.org/post/45591</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45591</guid><dc:creator><![CDATA[redrum]]></dc:creator><pubDate>Thu, 17 Dec 2020 20:55:08 GMT</pubDate></item><item><title><![CDATA[Reply to Lets help the AI purchase the unpurchaseable on Sun, 20 Dec 2020 13:59:18 GMT]]></title><description><![CDATA[<p dir="auto"><strong>Possible Solution for 0 move units</strong></p>
<p dir="auto">In ProPurchaseOption.java line 259+</p>
<p dir="auto">  private double calculateLandDistanceFactor(final int enemyDistance) {<br />
    if (movement &lt;= 0) {<br />
      return 0.1; // Set 0 move units to an order of magnitude less than 1 move units</p>
<p dir="auto">I think this calculation is forcing movement 0 units to have a value of 0.1 and I think this needs to be increased, but to what value?</p>
<p dir="auto">This value could be included in the new AI properties file, something like this;<br />
AI.PurchaseOption.ZeroMovement=0.5<br />
.<br />
.<br />
<strong>Possible Solution for over buying Air units on a bid or turn 1 when the AI has a lot of money and also during the game</strong></p>
<p dir="auto">Either code to ignore for turn 1 or less and/or change the value 10 below to a smaller value.</p>
<p dir="auto">In ProPurchaseAi.java line 2154+<br />
if (ppo.isAir()) {<br />
attackEfficiency *= 10;<br />
}</p>
<p dir="auto">In ProPurchaseAi.java line 2323+<br />
if (ppo.isAir()) {<br />
efficiency *= 10;<br />
}</p>
<p dir="auto">This value could be included in the new AI properties file, something like this;<br />
AI.PurchaseAi.AirEfficiency=8<br />
.</p>
]]></description><link>https://forums.triplea-game.org/post/45578</link><guid isPermaLink="true">https://forums.triplea-game.org/post/45578</guid><dc:creator><![CDATA[TheDog]]></dc:creator><pubDate>Sun, 20 Dec 2020 13:59:18 GMT</pubDate></item></channel></rss>