<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[DualGap AI – role-based skirmish AI for Dual Gap Adaptive v14 (6v6)]]></title><description><![CDATA[<p dir="auto">Hi everyone!</p>
<p dir="auto"><strong>Why I made this:</strong> it's often hard to get a good full lobby together, but I still want to practice and train my skills on big team maps. On top of that, I was curious to see how far I could get building an AI together with <strong>Claude Opus</strong> — the whole mod was developed with Claude Opus as a coding partner.</p>
<p dir="auto">So here is <strong>DualGap AI</strong>, an AI mod built specifically for <strong>Dual Gap Adaptive v14</strong> (6v6). <strong>This is the first test version</strong>, so expect rough edges. Instead of every bot playing the same generic game, each bot reads its spawn and plays the role that spot is meant for:</p>
<table class="table table-bordered table-striped">
<thead>
<tr>
<th>Role</th>
<th>Spawns (per team)</th>
<th>What it does</th>
</tr>
</thead>
<tbody>
<tr>
<td><strong>GROUND</strong></td>
<td>2 front spawns</td>
<td>Holds its own half of the land mid, fortifies the map's defensive point, builds a proxy base with T2 shields + T2 artillery at T2</td>
</tr>
<tr>
<td><strong>NAVAL</strong></td>
<td>coast spawn</td>
<td>Builds yards early, fights for the water and the underwater mexes</td>
</tr>
<tr>
<td><strong>AIR</strong></td>
<td>2 rear spawns</td>
<td>Mass air factories, patrols along the front, strikes enemy eco and game enders</td>
</tr>
<tr>
<td><strong>ECO</strong></td>
<td>rear spawn</td>
<td>Fast mex upgrades + RAS, then picks a random game ender (T3 arty, nuke, T4 arty or T4 air)</td>
</tr>
</tbody>
</table>
<p dir="auto"><strong>Video of the first test match:</strong> <a href="https://youtu.be/36RrrPkwhb8" rel="nofollow ugc">https://youtu.be/36RrrPkwhb8</a></p>
<h3>Highlights</h3>
<ul>
<li><strong>Scripted opening build order</strong> (ACU, first factory and the first 10 engineers follow a fixed order), then priority-based tasks</li>
<li><strong>Own mexes only</strong>: every bot builds its base mexes plus its own zone; when a player dies, the two nearest allies split his mexes</li>
<li><strong>Reclaim crews</strong> for trees, rocks and wrecks, a hydro crew with storages</li>
<li><strong>Scouting with a shared team memory</strong>: bots only react to what the team has actually seen</li>
<li><strong>Responses to scouting</strong>: anti-nuke (one per group of 3 spawns, placed so it covers all three bases), heavy shields against scouted artillery, bombers go for scouted game enders</li>
<li><strong>Experimentals on role triggers</strong>: AIR after ~50 T3 fighters, GROUND/NAVAL after pushing their lane or when an enemy T4 is spotted</li>
<li><strong>Army in formation</strong>: units mass behind their wall and leave as a wave; fleets fall back from a clearly stronger fleet; fighters patrol along the front and step back from enemy AA</li>
<li><strong>ACU logic</strong>: overcharge, retreat to max depth in the rear at the end of the T2 phase, stays on land if the threat is torpedo bombers, helps the navy from underwater</li>
</ul>
<h3>Install</h3>
<ol>
<li>Download the repo: <a href="https://github.com/jaxxtrend/faf-dualgap-ai" rel="nofollow ugc">https://github.com/jaxxtrend/faf-dualgap-ai</a></li>
<li>Copy <code>mods/DualGapAI</code> to <code>Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\</code> (the folder must be named exactly <code>DualGapAI</code>)</li>
<li>In the lobby enable <strong>DualGap AI</strong> and fill the slots with <strong>AI: DualGap</strong> or <strong>AIx: DualGap</strong></li>
</ol>
<p dir="auto">Build orders and production tables are plain Lua data in <code>DualGapBuildOrders.lua</code>, coordinates and thresholds in <code>DualGapConfig.lua</code>, so it's easy to tweak.</p>
<h3>Limitations</h3>
<ul>
<li><strong>First test version</strong>: only a few test games so far.</li>
<li>Tuned for <strong>Dual Gap Adaptive v14</strong> only. On other maps every bot falls back to the GROUND role.</li>
<li>Thresholds (wave sizes, AA reaction, push detection) are first guesses and need more games.</li>
</ul>
<p dir="auto">Feedback, replays and bug reports are very welcome, here or as GitHub issues. Thanks!</p>
]]></description><link>https://forum.faforever.com/topic/10446/dualgap-ai-role-based-skirmish-ai-for-dual-gap-adaptive-v14-6v6</link><generator>RSS for Node</generator><lastBuildDate>Fri, 02 Oct 2026 01:51:57 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10446.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 01 Oct 2026 22:58:06 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to DualGap AI – role-based skirmish AI for Dual Gap Adaptive v14 (6v6) on Fri, 02 Oct 2026 00:42:17 GMT]]></title><description><![CDATA[<p dir="auto">What would happen if one bot dies? Does another take over its role? Can they adapt?</p>
]]></description><link>https://forum.faforever.com/post/75062</link><guid isPermaLink="true">https://forum.faforever.com/post/75062</guid><dc:creator><![CDATA[Nuggets]]></dc:creator><pubDate>Fri, 02 Oct 2026 00:42:17 GMT</pubDate></item></channel></rss>