Improved Pro AI, please give it a try and post feedback
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As of today, a number of fixes landed for the Pro AI and there is a new Hard (Beta) AI that is even smarter. The new Beta AI tends to beat the Pro AI handily as axis vs allies, and puts up a better fight when playing as allies. Check it out, download the latest TripleA and give feedback here!
I found the new Beta AI is still not great, but puts up a much more interesting fight!
Ask:
- download the latest TripleA
- in engine settings > testing > turn "beta features" to on
- play a single player game against the Hard (Beta) AI
- post your savegames here and feedback on the game. Would love to have feedback of what the AI did well, badly, its blunders, key points in the game, key things it did not do right and opportunities missed. I can use this feedback to further make the AI better
Fixes to Pro(AI):
- 3:2 Places in sea zones opened by placementAnySeaZone (#15148)
- 3:3 Lets placementCapturedTerritory players use fresh conquests (#15144)
- 3:4 Purchase sim keeps the attackers of undefended battles (#15141)
- 3:5 Counts capital income only when the capture stops it (#15142)
- 3:6 Counts a captured capital's income once (#15143)
- 3:7 Keeps searching for raids past bombers already attacking (#15131)
- 3:8 Restores the non-combat sea zone values (#15127)
- 3:9 Counts free carrier deck space when buying for a sea zone (#15126)
- 3:10 Skips production in territories the purchase sim conquers (#15123)
- 3:11 Keeps a land unit alive when the capture is worth it (#15128)
- 3:12 Retries amphibious targets that were removed for an attack later dropped (#15125)
- 3:13 Purchase sim no longer captures raided or air-only targets (#15122)
- 3:14 Capital defensive stance uses the copy's move map (#15124)
New Capabilities of the Hard(Beta) AI:
- 2:2 Adds the Hard Beta AI behind the beta features setting (#15129)
- 2:3 Defends a capital that is about to fall (#15149)
- 2:4 Uses bombers an attack doesn't need for raids (#15132)
- 2:5 Lands units behind a won sea battle, Axis only (#15134)
- 2:6 Stops buying warships that sit idle (#15139)
- 2:7 Places bid units for round-1 battles (#15136)
- 2:8 Values territories by national objectives (#15137)
- 2:9 Scores land purchases as defenders (#15138)
- 2:10 Buys transports only when cargo is waiting (#15140)
- 2:11 Strafes land attacks that can't be held (#15135)
- 2:12 Blocks enemy amphibious lanes with a warship (#15133)
- 2:13 Leaves production slots free for held units (#15130)
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Some fun notes, I was able to download everything ever posted in the forums and scraped out a list of every complaint ever of the AI! I used that and the PBF games to help resolve weaknesses. I set up little scenarios and called them kata's that the AI would train on. Then had game after game run to evaluate improvements (32 cores at 5GHZ running TripleA games non stop for almost 4 days).
Really interested to hear how this updated AI does, and any detailed "vs AI" game write ups would go directly into more improvements!
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@LaFayette nice will check it out
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@ubernaut When I download I see "Hard Beta AI" and "Flow Field AI". What is "Flow Field AI" and where the "Pro AI"?
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@RogerCooper i think this was for @lafayette
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The game does not load if "Flow Field AI" is used?
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Hopefully this clarifies which is what:
Hard(AI) = Pro AI
- now includes several important bug fixes
Hard Beta (AI) = Pro AI with beta features (this is brand new)
- has all the same bug fixes
- has additional features, for example, aware of national objectives
Flow Field (AI) = A totally different beta AI
- dates from about 8 years ago, a promising new AI that is at early stages. It not being functional is known.

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