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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 @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 ubernautU 2 Replies Last reply
      Reply Quote 2
      • 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

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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.

              SchulzS RogerCooperR 2 Replies Last reply
              Reply Quote 2
              • 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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                • SchulzS
                  Schulz @LaFayette
                  last edited by Schulz

                  @lafayette This version doesn't handle the ship's remaining movement in the non-combat phase properly if the ship partially moved during the combat phase.

                  I have encountered several naval bugs in v15870 while playing Hard(Beta) AI.

                  Ships normally move at 3 in this game. I had loaded the Italian transport with 2 units and moved 1 sea zone during the combat phase.

                  1_bug.png

                  However, when the non-combat phase started, it showed that the transport still had 3 movement remaining, and the troops did not follow the transport either.

                  2_bug.png

                  When I opened a new game, it did not allow me to do it again, but the remaining 2 movement of the transport was gone as well.

                  bug_3.png

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

                    @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.

                    Note that the excessive purchase of air power is a long-standing problem of the Hard AI. It can happen because it has too much money or because the opposition is too far. This is sometimes compounded by the failure to use aircraft aggressively.

                    A rule of thumb like no more than 50% of the value of the purchase and/or the total force should be air could be used. If the opposition is across an ocean, naval units should be built. If you have a lot of aircraft, the "cost" of aircraft should be reduced for the purpose of assessing the profitability of attack.

                    1 Reply Last reply
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                    • ubernautU
                      ubernaut Moderators Lobby Moderators @LaFayette
                      last edited by

                      @LaFayette didnt have much time to dig much yet but i did notice it does some funny stuff with naval forces also doesn’t seem to understand the need to land planes on airfields

                      "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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

                        Everything reported up until my last comment might have some improvements in place now (this comment: https://forums.triplea-game.org/post/81117). About 25 fixes landed between then and now.

                        I'm now working on the feedback since then. Kindly include save games - those can be automatically used for creating mini-scenarios where patches are tested to ensure the AI actually makes different choices.

                        With that mentioned - great feedback, ty, keep it coming!

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

                          @ubernaut Claude wants:

                          Ask ubernaut for: a save from just before the bad turn, the map, the build number, whether it was Hard or Hard(Beta), and what looked wrong.

                          ubernautU 1 Reply Last reply
                          Reply Quote 1
                          • ubernautU
                            ubernaut Moderators Lobby Moderators @LaFayette
                            last edited by

                            @LaFayette i didn't save anything was just playing around will dig a bit when i have more time 🙂

                            "You should never have told me horses sleep standing up, it gave me a mental block." - Mister Ed

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                            • SchulzS
                              Schulz
                              last edited by

                              Unfortunately, v15892 doesn't recognize the remaining movement points of the ships in the non-combat phase either.

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