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    Improved Pro AI, please give it a try and post feedback

    Scheduled Pinned Locked Moved AI
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    • LaFayetteL
      LaFayette Admin @Cernel
      last edited by

      @Cernel Useful feedback, I'm toying around with the idea of "don't create targets for your opponent". A first metric I'm thinking of is "how much firepower could the opponent bring to bear". That's a good single sum. It's kinda complex though how to weight that signal. I'm instrumenting the AI (for benchmarking purposes) at least to capture some data around that metric and when it is clearly useful to consider.

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      • SchulzS
        Schulz
        last edited by Schulz

        I tested the Allies Hard AI.

        My game has a special rule allowing fighters to scramble to sea zones without airfields. However, the British tried to attack the Japanese bomber on Borneo with a lone transport, resulting in the Japanese fighters sinking the British transport during the scramble phase.

        scrambleignoring.png

        They also left two undefended transports in range of the German bomber.

        test 2.png

        The battle screen froze. Also, I would like the default battle screen to be smaller if possible.

        stuck.png

        LaFayetteL 1 Reply Last reply
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        • LaFayetteL
          LaFayette Admin @Schulz
          last edited by

          @Schulz would you mind attaching a save game for the scramble case. I'll try to look into the others.

          SchulzS 1 Reply Last reply
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          • SchulzS
            Schulz @LaFayette
            last edited by

            @LaFayette 2026-11-2-Axis-Ascension.tsvg

            LaFayetteL 1 Reply Last reply
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            • C
              Cernel Moderators Lobby Moderators @LaFayette
              last edited by

              @LaFayette It has actually more to do with the fact that the Russians TUV is the most valuable. Since Russians are the primary Axis target and are semi-isolated from the rest of the Allies, there is the dynamic by which the same Russians TUV is worth more than the same Germans TUV, which in turn is worth more than the same British TUV, which in turn is worth more than the same Americans TUV.

              For example (I'm not saying that these numbers are correct.), the AI would need to understand that the Germans TUV is worth 90% the Russians TUV so giving a value to any TUV swing between Germans and Russians valuing the Germans TUV at 90% the Russians TUV, so Russians would end up on par as a matter of TUV if they destroy 10 Germans TUV for every 9 Russians TUV which they lose (destroying the same amount being a bad result for Russians).

              I don't know if the AI can maybe be made to understand in general term who is the besieger and who is the besieged at the moment (the besieger being Germans and the besieged Russians at least early on) and so try to be TUV conservative with Russians and try to induce more reciprocal TUV destruction with Germans.

              The other element is that in TUV destruction over multiple rounds via territory trading the one with the most air units is advantaged, and again here there is a major superiority of the Germans at least for some rounds (the Germans having many more fighters than the Russians, though of course the Germans fighters are distracted by the other allies much more than the Russians fighters are by Japanese).

              For context, I've chosen "World War II v5 1942 SE TR" not because it's a map I know: I've actually never played this map against a human opponent. The reason is that this is the only extremely well balanced map which TripleA has amongst the basic ones. (Notice that this applies to this game but not to the original "World War II v5 1942 Second Edition", which is unbalanced in favour of Axis.)

              LaFayetteL 1 Reply Last reply
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              • LaFayetteL
                LaFayette Admin @Cernel
                last edited by

                @Cernel I think I have a patch that might be ready in a week that captures this. Essentially the concept of a "Front" as pairing any two clusters of factories. That defines attack paths along which attacking/defending is computed based on how many turns to overwhelm along that path. If there is no chance to overwhelm, then it's a defensive front vs offensive. From there, the income ratios comes into play. Your rule is a bit simpler, but does not generalize very well. If we can determine how to calculate those ratios, we would have a more generic way to establish that.

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                • B
                  beelee @LaFayette
                  last edited by

                  @LaFayette

                  Do you wanna add a ping to the Lobby Intro ? New AI to try post results here type thing ?

                  Idk

                  I imagine most Lobby Players blow right by the intro but but even one hit would provide data 🙂

                  I might ping something at the other site too. Seems Revised would be the main game or SE I guess. Idk as I don't play them.

                  I'm guessining it still doesn't do Politics so Anniversary and G 40 probably won't work but the Objectives definitely a good step.

                  Hmm ... Maybe Anniversary doesn't have politics ... 🤔 just Global

                  Well at any rate I might post something under the triplea thread over there.

                  Maybe @panther has a suggestion for promoting it ?

                  Good Work Lafayette

                  👍

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                  • C
                    Cernel Moderators Lobby Moderators @LaFayette
                    last edited by

                    @LaFayette OK.

                    As an example of Russians being (obviously, as in every V-series game) the main focus of Axis attention, I've played the game going almost full on Russia and took Moscow round 5 against Hard Beta AI as of version 2026-11.16.15866. (I actually reloaded the game twice in favour of Russians until they had a good round 1 open, but they always played it perfectly: the first two times they just got bad dice.👍 )
                    2026-11-2-World-War-II-v5-1942-SE-TR.tsvg

                    If you take a look at it, is there anything particular I should focus on commenting, or is it all fairly obvious to you by looking through history?

                    LaFayetteL 1 Reply Last reply
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                    • LaFayetteL
                      LaFayette Admin @Cernel
                      last edited by LaFayette

                      @Cernel I'd like you to comment. You have a better feel of what was significant. Second, it's a big time saver. Your comment and save game feeds an AI (Claude) analysis that can patch code, replay the save game, create data sets that the (TripleA) AI can be scored on.

                      I'm setting it up so that the AI is tested on a variety of different game scenarios. Blunders that it makes, rules it does not understand, and then (TripleA) AI improvements are tested through this battery as well as scored on overall ability.

                      A really thorough description/summary of the game and key insights is very useful here. If we can get 20 or so of them, that'd be huge. Going through the exercise personally, the playtime took me about 3 hours the write up maybe 10 minutes. Plus, I only know a couple maps deeply, which limits me further.

                      Processing of feedback is highly automated right now, it's pretty bad ass. I was able to parse out every complaint of the AI, and that was a big source of fixes/improvements.

                      RogerCooperR 1 Reply Last reply
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                      • RogerCooperR
                        RogerCooper @LaFayette
                        last edited by

                        I tried the new AI. It seems a bit more creative in its play and handles naval matters better.

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                        • B
                          beelee
                          last edited by

                          Well I posted at the other site lol

                          https://www.axisandallies.org/forums/topic/42759/major-ai-computer-player-update-to-triplea

                          LaFayetteL 1 Reply Last reply
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                          • LaFayetteL
                            LaFayette Admin @beelee
                            last edited by

                            @beelee Thanks! One nitpick, the latest is also (always) available at the main website: https://triplea-game.org/download/

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                            • B
                              beelee @LaFayette
                              last edited by

                              @LaFayette

                              I updated with the main triplea zone. The one with the download triplea 🙂

                              Screenshot from 2026-11-01 22-41-46.png

                              🙂

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                              • LaFayetteL
                                LaFayette Admin @Schulz
                                last edited by LaFayette

                                @schulz the ProAI didn't have any rules for 'Scramble To Any Amphibious
                                Assault'

                                Working on a fix for ProAI to know about that, so it would then see the scramble option.

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