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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 @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 πŸ™‚

        "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.

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

                        @LaFayette

                        The current AI fails to reuse its Transports, especially in Global maps, this is inefficient and maps with stacking clogs up the Sea Zone

                        In most A&A maps a Transport 0-0-2 with 7 Transport Capacity is a Shucking/Taxi unit.
                        A player reuses these to go and get more units usually from USA.

                        But not every unit with a Transport Capacity is a Shucking unit, they need splitting out by function, as below.

                        In 1941GCD it has 3 Transport Capacity units with transportCapacity
                        Battleship 3 TC, transport Inf-Trained, xml has isCombatTransport
                        Cruiser 2 TC, transport Inf-Elite, xml has isCombatTransport
                        Convoy 14TC, a mix of units, this is a Shucking unit (not isCombatTransport)

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

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

                          @lafayette
                          The current Fast-AI is very weak in attacking using a amphibious assault.

                          Its style is usually to just win and then suffers a counter attack that wipes it out. Note this is the Fast-AI, maybe Hard-AI does it better.

                          Any AI should over commit its forces, so that any counter attacks have little to no chance of success.

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

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