Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUs[Global 1940] A set of ridiculous games on TripleA
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Several months ago, I did an experiment:
Who would win between the easy AI and the hard AI on TripleA?
So I set a Global 1940 match on TripleA, with each AI controlling one side, and let the battle it out through the night.
The result was unsurprising: The hard AI was superior.
After I found out how to do bids on TripleA, I had an idea:
How high does a bid have to be for the easy AI to defeat the hard AI?
Just to be nice, I made the easy AI the Axis (the side with a definite advantage) with the hard AI the Allies.
First, I gave the Axis a 36 IPC bid, 12 per Axis power:
2023-7-17-World-War-II-Global-1940-2nd-Edition.tsvg
Long story short, the easy AI was crushed.
So I tried a 72 IPC bid, 24 per Axis power:
2023-7-19-World-War-II-Global-1940-2nd-Edition.tsvg
The easy AI was still destroyed.
I then attempted a 324 IPC bid, 120 for Germany and Japan, and 84 IPCs for Italy:
2023-7-20-World-War-II-Global-1940-2nd-Edition.tsvg
Unbelievably, the easy AI was annihilated.
Finally, I gave the easy AI the maximum bid available on TripleA, 999 IPCs per power, 2997 IPCs total:
Easy AI 2997 IPC bid Axis vs Hard AI no bid Allies Global 1940.tsvg
Guess what?
The easy AI still lost. Remember, the easy AI was playing the Axis. With such a massive IPC advantage, it should’ve won easily (for comparison, I think the total IPC value of the entire world, combining the values of the Allies, Axis, and the neutrals, is like 500 IPCs, so the Axis got nearly three years worth of the entire world’s arms production).
I don’t know how that is possible, but it happened.
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P Panther moved this topic from Axis & Allies Global 1940 on
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This is because of the “Nature” of the AI.
@redrum can explain that much better. -
@SuperbattleshipYamato Easy and Hard AI are completely differently coded AIs. Easy AI is very simple and has very little logic. Its essentially just there for people to learn the game and practice. Hard AI is coded to try to maximize its TUV trades and conquer factories/capitals. Its not at all surprising that Hard AI beats Easy AI even with massive bids.
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That makes sense. I wasn’t aware of that. Thanks for responding! :+1:
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