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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 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.

        1 Reply Last reply
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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/

            B 1 Reply Last reply
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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

              🙂

              1 Reply Last reply
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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.

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

                  @LaFayette I also had this propterty, not sure how it impacted the game.

                  <attachment name="conditionAttachmentAICompatibility" attachTo="Germany" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
                  <option name="gameProperty" value="AI Compatibility"/>
                  </attachment>
                  

                  In another game, the hard German AI neither used its ships to sink the British ships more effectively nor defended France properly.

                  undefended france.tsvg

                  france.png

                  1 Reply Last reply
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                  • VictoryFirstV
                    VictoryFirst
                    last edited by VictoryFirst

                    AI lost Classic.tsvg

                    Played a game of Classic against the new AI. I was the Axis and the AI played the Allies. It didn't really put up a fight. It kept building bombers and tanks as the British. They eventually had 5 tanks in London for no good reason. The Western Allies invaded Africa early which is good, but they didn't start landing in Europe. It kept massing its fleet for a large invasion but that invasion never came because I defended the coastline properly. In this game, it is key to reinforce Russia as much as possible and the AI didn't do that. It just kept bombing me and let me kill Russia. Honestly I was not impressed by the Allied play, they were making strange and passive moves that made an Axis win inevitable.

                    The game was won at the end of round 7 because of an Axis economic victory.

                    image.jpeg
                    image.jpeg

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

                      @VictoryFirst I tried the Hard Beta with the Axis against the Hard with the Allies using Oztea 41, a fairly balanced scenario using the Global Map (and no annoying politics rules).

                      On turn 9, Berlin fell to a can opener attack where the Americans took Denmark and the British took a barely defended Berlin. Another problem was the Japanese overbuilding air and not having enough ground forces to defeat China.

                      These were issues the Hard AI also had.

                      2026-11-2-41-Oztea.tsvg

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                      • LaFayetteL
                        LaFayette Admin
                        last edited by LaFayette

                        Working through all of the latest. I presume everyone is playing against the "Hard(Beta) AI". Please prefer Hard(Beta) AI.

                        FYI, reminder: Bug fixes, like patches to know about rules, are always updated in both "Hard AI" and "Hard(Beta) AI" both. The "beta" AI uses additional considerations & mechanics and is enabled or disabled with the "beta features" engine setting.


                        @schulz a patch to make the ProAI (Hard AI)aware of amphibious scramble should be live now.

                        @rogercooper can-opener happened because (LLM wrote):"The traces found the cause of the Berlin loss, and it is exactly Roger's "can opener": the AI treats the Danish Straits as closed to the British, so it sees no sea-landing threat on Berlin." That can be patched!

                        Issues found

                        • It's looking like the excessive bombers is the ProAI deciding to spend excess income on air.
                        • ProAI is not considering a canal based can opener. It sees a canal as closed, and treats it that way until next round. The ProAI then unstacks because it only see a few units that can attack, so G becomes too lightly defended.

                        Additional Approach for improvements

                        I'm realizing a number of issues is the ProAi not being aware of some rules. I'm working to compare a full set of rules with what ProAI knows about to give clues to which rules it should implement. Rockets, paratroopers look to be big ones for that gap.

                        Hoping to have a number more patches/fixes landed tomorrow night and the day after.

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                        • O
                          Ondis Lobby Moderators
                          last edited by

                          Havent tried it will check it out later on middle earth.

                          To note one thing the Hard Ai has a problem with dealing is capital bait&recapture. It doesnt seem to understand that it must defend the capital when it recaptures lest the opponent take it over again and steal all PUs, could be worth scripting for those outliers.

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