A&A AI.
A philosophical or techichal question, or both?
Is it even possible to create a competent AI in A&A?
I think so.
Some of the differences between chess and A&A is that for computers chess is purely calculations.
An A&A AI algorithm cannot be based on brute force only.
Another difference is that it takes only short time to learn a human how to play chess. The rules etc. is
quite simple. To be good at anything is never easy, but to reach a “decent” level in A&A is much more difficult than in chess.
Whereas in chess the AI must “know” to value the king and the queen higher than the pawns and bishop etc.,
an algorithm in A&A cannot be based on the same judgement values. It might be a good move to sacrifice
both fighters, bombers and naval units, in some cases.
In chess there are many 0-1 moves, it’s obvious what to do or don’t, and especially for humans who can’t think much more than 2-3 moves ahead, to some extent.
There are big debates among the best human A&A players on what is the best tactics, for which power, and
in which situations. When I ask experienced players in the triplea lobby what is the best opening moves, they say it depends on what the opponent does….
There’s an interesting thread in the triplea dev forum on AI in triplea and AI in general.
I think it boils down to time and money. How many programmers must spend how many years to make a good, decent, or hard AI in an A&A computer game? Or how many highly trained monkeys :-)
At least until no one has ever tried hard enough, then I still think it’s fully possible. But I know
for sure it won’t happen in the triplea version, it’s too much work to implement “good” AI into
a freeware application of A&A, because the A&A game itself is very complicated.
A&A is all about numbers, mathematics and economy. And computers are generally better than humans in this
aspects.
In 1996 (?) it was the first time ever that a chess computer beat the world champion.
When will we see an A&A AI that beats the best human A&A players?