Creating a (hopefully) competitive bot using Claude Code.
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n 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 b
I am not completely opposed to this, but currently the buys don't see to be the problem so much. I think the main issue is having it not leave exposed forces that then get cleaned up cheaply. so the biggest gap is on move planning.
I suppose hard coding objectives could get there, like Japan Maximize pressure on india round 3, Germany take West Russia Round 4. but I would like to not do that if it can be avoided.
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@husky81 said
like buying all infantry and turtling in moscow,
As Moscow (A capital and VC) has been secured, its 'objective' value should be reduced(halved) , so that the bot AI gives priorities to adjacent TT to secure it even further so it cannot be directly threatened.
the attack threshold is 70% to win I believe
Maybe I'm too aggressive/optimistic, I would reduce this to 66% to see if this is affecting the win ratio.
In the past, this is one of the TripleA improvements I have asked for. In simple terms Germany/Japan is more aggressive than USA/Britain, so a map maker could pick a nations Aggression level to simulate this. -
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@beelee Yes, Ideally it will be customizable, but all current bots that I am aware of are pretty stupid, mine included.
The developers of tripleA did a great job coding a bot that can play reasonable games (better than mine) without benefit of AI tools, and one that can work on a wide variety of maps. Impressive.But let's face it, at the end of the day, the bot plays some stupid moves. My goal is first to make it play less stupid. At some point it will have tunable agression.
If I ever distribute it, I could look into having some settings that users could control. As is, there are lots of settings in the code that Claude tries to optimize, so I think it would be easy ish to make some of them user facing in a public version.
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World War II v5 1942 SE TR
Sorry, I didn't see this. Yes, my bot plays 'World War II v5 1942 SE TR'
For development and testing I play in a Python engine that Claude built for that purpose. In those cases I played without bids. The only major rule difference is no landing on allied carriers, since that's not in the Beamdog game. Claude also built a bridge that allows my bot to play the bots that ship with Triple A. I've not changed the rules in Triple A, just my own engine and my bot's logic, so for the games played through the bridge, the Triple A AI could use allied carriers, but mine never will.
Guessing that you have the skills, I guess that, if you push a program update so to have a property to forbid landing on allied carriers (and maybe also loading onto allied transports) and then add that property (false as preset but of course editable via Game Options) to the game in question, everything will be accepted by the developers (I certainly do not speak for them, so CC @lafayette). Done that, you would just be able to put that property as true before starting the game (so to enforce it for all players, human and AI). This seems to me to be a lot better than enforcing it on the AI itself. (I do think that this property would be valuable in itself.)
Of course, it's your project (and I have no idea how much work would be to do that): just suggesting, not saying you are doing it wrong.
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@husky81
Does Claude-AI/NavalAgent know the order of importance of, for eample the following order;
Own Capital> VC> Allied Capital> Enemy Capital> Factory> High TT/SZ PUs
Perhaps assign numeric values to these to resolve overall importance for a TT/SZ ?I still think Claude-AI/NavalAgent needs guidances (helping hand) as to what is important to players. Then once it has decided that the order/values are invalid it can replace it with its own.
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Claude-AI/NavalAgent needs guidances (helping hand) as to what is important to players. Then o
It knows the value of capitals, and of production points per territory (it uses 1 inf per pu). it doesn't really concider vc's yet. those are tricky, because they aren't worth anything until a VC snipe is on the cards. for example, if I'm Germany and besieging moscow, on pace to take in say 2 turns turns. I don't care if USA can trade Italy, France and Karelia, unless they also have a bunch of VC's on the other side of the map.
The bot does check the win condition ahead of its turn so it will try to retake a VC if it is about to lose, but will not plan around VC Play.
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@husky81 said
will not plan around VC Play.I think this should be a major part of your Executive planning that you are talking about in the other thread, owning the 13 VCs should be a major part of the "eyes on the prize" .
A human player always has the VCs as part of their planning, so should Claude-AI.
they aren't worth anything until a VC snipe is on the cards
Totally disagree, from the start they should form part of the Claude-AI opening play, otherwise how will the Claude-AI ever win?
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the start they should form part of th
For me, most of my games when playing humans end with economic victories, where one side has enough excess material and income that the other side resigns. There are exceptions, but generally economy ends up being more important than VC's. Of course many territories are important for multiple reasons, like Karelia, which blocks the western allies and the russians from linking up.
I think they are important of course, but for now it's a later thing once the basics are covered.
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@husky81
So now you have your initial baseline results, Im hoping for now, that you stop using your Tokens verses Hard-AI, Easy-AI and Does Nothing, and just concentrate on using them, against Fast-AI ?What are your plans for testing for improvements to Claude-AI ?
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