Creating a (hopefully) competitive bot using Claude Code.
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s and there counters and then do the same from there. Can see that exploding quite quickly
But instead of just choose between these 3 and 5 ch
I can see the interest in making it do some weird plays, like going for fancy VC play, or doing different versions of KJF. I would definetly be interested in doing that. but currently I'm at the stage of trying to get it to stop doing ridiculous and stupid things like buying all infantry and turtling in moscow, or throwing it's Luftwaffe away trying to kill a naval stack that doesn't even had a single tt under it.
I'm very much at the walk before you can fly stage.
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@husky81
Does the Claude bot have some simple stacking rules like the following?
Infantry > Artillery
Infantry > Armor
Destroyer > Cruisier
Destroyer > Battleship
Destroyer > Carrier
Destroyer = Transport
As this determines what to buy/place and then move.If attacking it should have Armor in the stack
If attacking 66%+ chance of success, otherwise don't attack.Also if Defending 50%+ chance of success, otherwise retreat
Just so you know , this is not a clone of what the TripleA AI does. It just me putting stuff on the page, for a starting point.
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The above is only for that map.
It should be based on the units xml contents, not their unit names.So like
Infantry 1-2-1, 3pu as cheapest land unit
Artillery 2-2-1 with artillery" value="true as support/mixed unit
Armour 3-3-1 with Blitz, so an Attack/mixed Unit
Destroyer 2-2-2 8pu as cheap surface sea unit -
@TheDog Currently it a values units by TUV (so cost), but also by "combat power" which is pips + 2.6* hit points, so an infantry is worth 2+2.6=4.6 in a defensive stack, 1 +2.6=3.6 in an attacking stack.
BB's are 4+2*2.6=9.2. This formula was arrived upon by simulating thousands of medium sized (6-12) unit per side land battles, and fitting the value of m in the equation pips + m * hitpoints that best predicted the favorite in the most circumstances. The simulation said that m was pretty flat between 2 and 4, so you could multiply hit points by anything from 2 to 4, then add pips to get a units approximate combat power when in a medium sized stack. (according to Claude)
the attack threshold is 70% to win I believe. Eventually, I want to have this become adjustable by the current board state. Every turn there is a function that the bot runs to test which side is winning, %to win estimate. (currently this function is not great since my training games only involve weak players). but my idea is that the bot will look for trends in the % to win, and if it notices that it's trending downward, or is really low, the bot will lower it's % to win threshold for attacks, choosing the most impactful ones.
So if I can ever get it to work right, it will 1-2 yolo on berlin or Karelia if it thinks it's getting close to the point of no return.
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@husky81
What do think of having temporary hard ratios for Land, Sea, Air for each nation?
Losses are replaced in these ratios.
For example
Germany Land:80%, Sea:0% Air:20%
Russia Land:80%, Sea:0% Air:20%
Italy Land:50%, Sea:30% Air:20%
You get the idea.This is to see if you can beat your current scores, as maybe your bots focus is too wide?
Ideally these ratios should be dynamic, perhaps based on the nearest VC objectives.
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