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

    Scheduled Pinned Locked Moved AI
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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!

        C 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
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          • 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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              • C
                cwolf359 @LaFayette
                last edited by

                @LaFayette - this is very cool and I have just synced up a fork of tripleA where I have my bots bolting on a REST API onto it and and a stateless endpoint for a web version of tripleA focused on Global and Anniversary setups. As part of my testing I am simulating AI vs AI to improve behavior - what is the preferred way to provide feedback on the core Beta AI? I have a set of Claude bots and Grok Build bots working on filling gaps as they run tests.

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                • SchulzS
                  Schulz
                  last edited by

                  I would like to continue testing the AI, but the ship bug is preventing me.

                  What is the latest version that doesn't have this bug?

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                  • LaFayetteL
                    LaFayette Admin
                    last edited by

                    I've created a new pinned forum post for new write ups: https://forums.triplea-game.org/topic/4468/vs-ai-game-write-ups

                    I'm happy keeping this forum post to discuss AI updates/progress for fixes. I'd like the #4468 post to be pretty pure, just a series of game writes up. Please add them! Even if I don't respond. My dream is to check in next week and have 20 write ups posted and ready for analysis.

                    I'll emphasize, the TripleA AI, and any AI on TripleA - DOES NOT LEARN WELL PLAYING ITSELF!! It gets small refinements, but this is different from Go or Chess where AI can learn. TripleA is far more complex then either of those two games, to the extent where AI vs AI is good for validating a specific change leads to stronger play, but for learning "what would be stronger play", it's almost impossible. This is why the human vs AI games with write up is so valuable. We're telling the game directly what it should do instead rather than trying to find that out 'the hard way' (for which TripleA does not do that well, too many possible moves).

                    The way the AI is benchmarked and trained is even different from Chess/Go. I've been building a set of tactical scenarios, small ones, where teh AI can play against itself to validate if it improved on just that scenario, before it even goes to playing full games.

                    I mostly wanted to emphasize:

                    • Write ups are extremely valuable
                    • Please post them, even if I'm not responding, even if a backlog forms -> I will still be able to go through them and they'll be valuable.

                    Already the AI is short of human feedback. I already have scraped the entire forum for every complaint ever posted about the AI and it's already fixed a good chunk of those. We really need humans to comment on where the AI could be stronger.

                    TheDogT 1 Reply Last reply
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                    • TheDogT
                      TheDog @LaFayette
                      last edited by

                      @LaFayette

                      Suggestion for Beta AI. AFAIK enemy support values are NOT taken into account for purchasing. eg in 1941GCD AT guns cause suppression to enemy Armor. Currently only positive numbers are valued for purchases, not negative ones.

                      <!-- Anti-Tank Suppress ENEMY Armor -->
                      <attachment name="supportAttachment_Anti-Tank_sup_Armor" attachTo="Anti-Tank" javaClass="UnitSupportAttachment" type="unitType">
                      <option name="faction" value="enemy"/>
                      <option name="unitType" value="$All-Armor$:Inf-Motorized"/>
                      <option name="side" value="defence"/> <!-- defence is correct, reduces enemy Armor strength Atk -->
                      <option name="dice" value="strength"/>
                      <option name="bonus" value="-1"/>
                      <option name="number" value="1"/>
                      <option name="bonusType" value="Anti-Tank"/>
                      <option name="players" value="$All-Players$"/>
                      </attachment>

                      AFAIK The above is not valued for purchasing

                      On its own this might be such a big change to purchasing, it might need a property true so that map makers can turn it on and old maps play as before?

                      https://forums.triplea-game.org/tags/thedog
                      https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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                      • LaFayetteL
                        LaFayette Admin
                        last edited by

                        A new set of AI updates landed just now, OP is updated.

                        @thedog / @schulz I'll look into both issues.

                        Let's continue with this thread being a "meta" thread for discussing the AI and the new thread I linked a bit earlier for the write-ups.

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                        • LaFayetteL
                          LaFayette Admin
                          last edited by

                          @schulz I really could use a save game for the ship bug.

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