Who told the AI about long bridges?

OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.

Moderator: OpenTTD Developers

mpettitt
Engineer
Engineer
Posts: 85
Joined: 06 Apr 2004 18:08

Who told the AI about long bridges?

Post by mpettitt »

Yes, I know the AI isn't the brightest of creatures, but this showed me just how daft it can be... Actually, I was going to only show the first pic, but then it excelled itself in daftness!
:D
Attachments
Natfingfield Transport, 9th Mar 1991.png
Henton South to Henton Transfer. Yes, all of 15 squares...
(86.21 KiB) Downloaded 1621 times
Natfingfield Transport, 11th Jul 1990.png
Note that the journey is from New Cronnbrige North to New Cronnbridge South
(83.85 KiB) Downloaded 1229 times
DeletedUser21
Tycoon
Tycoon
Posts: 11501
Joined: 20 Sep 2004 22:45

Post by DeletedUser21 »

2 Questions:

1. What is the general idea about the massive landscaping the AI does?
2. Why do they always use the 'wooden' bridge for long distances? :P
mpettitt
Engineer
Engineer
Posts: 85
Joined: 06 Apr 2004 18:08

Post by mpettitt »

Good point about the massive landscaping... At one point, I thought it was responding to the music playing (in another program), because it seemed to be rather like the graphic equaliser displays you get...
Bad Hair Day
Tycoon
Tycoon
Posts: 3147
Joined: 22 Oct 2005 21:01
Location: Leicester - Britland

Post by Bad Hair Day »

AI stupidity is reknown, but that? I think it's reached a new level there...
My OpenTTD screenshot thread.

Formerly known as Lankku / 2-10-0
User avatar
Ailure
Route Supervisor
Route Supervisor
Posts: 435
Joined: 26 Apr 2005 19:06
Location: Sweden

Post by Ailure »

I'm not sure what Chris Sawyer was on when he did the bridge-selecting algorithm for the AI. It seems to screw up and go with wood on really long bridges. At least it's not as bad when you use Pikkabirds bridge, as it replaces the wooden one. ;)
DaleStan
TTDPatch Developer
TTDPatch Developer
Posts: 10285
Joined: 18 Feb 2004 03:06
Contact:

Post by DaleStan »

AI: Artificial Idiocy.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
User avatar
Ameecher
Tycoon
Tycoon
Posts: 11919
Joined: 12 Aug 2006 15:39
Contact:

Post by Ameecher »

DaleStan wrote:AI: Artificial Idiocy.
no. AI: Actual Idiocy
Image
User avatar
metalangel
Tycoon
Tycoon
Posts: 1092
Joined: 20 Mar 2004 14:41
Location: Brooklin, ON

Post by metalangel »

Isn't the wooden bridge the only one which can be built to such a ludicrous length?

Unfortunately, I don't have the picture any more of a Locomotion game where the AI built an enormous bridge across the Bristol Channel to Cardiff... with a bus terminal on the end. The bus terminal was about 3 squares offshore. So the bus would leave Bristol, travel along this enormous bridge, and stop in the terminal perched on the end. Passengers presumably had to swim from the terminal to the city.
Image
"(Locomotion is) one of the best-playing games of its type." -Chris Sawyer

Northeast Corridor - South Wales & the Southwest
BBoy Symm
Engineer
Engineer
Posts: 86
Joined: 01 Mar 2007 13:28
Location: The Netherlands

Post by BBoy Symm »

metalangel wrote:Isn't the wooden bridge the only one which can be built to such a ludicrous length?

Unfortunately, I don't have the picture any more of a Locomotion game where the AI built an enormous bridge across the Bristol Channel to Cardiff... with a bus terminal on the end. The bus terminal was about 3 squares offshore. So the bus would leave Bristol, travel along this enormous bridge, and stop in the terminal perched on the end. Passengers presumably had to swim from the terminal to the city.
I believe suspension bridges can be very long aswell.
Image
User avatar
Ben_K
Tycoon
Tycoon
Posts: 1166
Joined: 01 Jun 2006 15:15
Location: Sydney, AUS

Post by Ben_K »

metalangel wrote:Isn't the wooden bridge the only one which can be built to such a ludicrous length?
I had a feeling that may be the case... Think I may have to go and investigate.
User avatar
RainierWatcher
Traffic Manager
Traffic Manager
Posts: 244
Joined: 14 Jan 2007 15:10
Location: West Norfolk, England

Post by RainierWatcher »

Any bridge can be built to that length (except the short length bridges as fhey were originally), but the wooden bridge is cheapest by far, but it is useless.

Later on the tubular bridges at long length are good, a lot faster too. I have seen AI use them, but not often.
User avatar
Lordmwa
President
President
Posts: 899
Joined: 20 May 2006 19:30
Location: West Sussex, England

Post by Lordmwa »

I have a game where the AI isnt doing too badly although good is a term i would deffinatley not use.
mpettit wrote:1. What is the general idea about the massive landscaping the AI does?
It does massive landscaping but the towns still think they are gods.
User avatar
Maedhros
OpenTTD Developer
OpenTTD Developer
Posts: 603
Joined: 30 Mar 2006 18:24
Location: Durham, UK

Post by Maedhros »

Mr. X wrote:What is the general idea about the massive landscaping the AI does?
As far as I know (although I haven't checked) it's random. It reshapes the landscape randomly until it finds something it can use. Oh, and it doesn't pay for it either.
No-one's more important than the earthworm.
User avatar
CMircea
Chairman
Chairman
Posts: 887
Joined: 29 Dec 2006 14:05

Post by CMircea »

And it does that by digging holes and filling them up.
BBoy Symm
Engineer
Engineer
Posts: 86
Joined: 01 Mar 2007 13:28
Location: The Netherlands

Post by BBoy Symm »

They're searching for gold because that's the only way for them to make any profit..
Image
Rubidium
OpenTTD Developer
OpenTTD Developer
Posts: 3815
Joined: 09 Feb 2006 19:15

Post by Rubidium »

Desolator wrote:And it does that by digging holes and filling them up.
That's why it's called randomly. Furthermore the AI has no notion of foundations, so it can only lay rail of flat land and flat slopes, i.e. 2 times 2 adjacent corners at the same level.
DeletedUser21
Tycoon
Tycoon
Posts: 11501
Joined: 20 Sep 2004 22:45

Post by DeletedUser21 »

Well anyway, even that the AI cheats with landsc... terraforming for free, we still win. (If the AI would look the game from his point of view then it would think that we cheat by having an IQ above room temperature. :) )

So they may cheat all they want for me. It won't help them. :P
mno
Engineer
Engineer
Posts: 8
Joined: 06 Jul 2003 21:22
Location: Toronto, Canada

Post by mno »

Does the AI also not pay for laying rail? I love watching it lay its tracks: it first lays them in an impossible coil combination, then realizing it has nowhere to go, deletes it all. Then builds the exact same thing again. :)
"Goodbye and hello, as always."
DudeWheresMyTank
Engineer
Engineer
Posts: 30
Joined: 24 Jan 2007 04:43
Location: Toyland

Post by DudeWheresMyTank »

i think AI pays for construction. The funniest is when you see the AI build 1 airport, and then spend years trying to landscape a 2nd site for a 2nd airport. They'll have a plane sitting at the first airport gathering maintenance costs and eventually run out of money and go bankrupt

The AI really needs to be able to level land between point A and B between where it wants to go. If 1 elevation doesn'tn work, it should try another. That would be much more efficient than randomly altering land levels until it can build an unnecessary coil through it
RMJ
Traffic Manager
Traffic Manager
Posts: 160
Joined: 24 Sep 2005 13:52
Location: Denmark
Contact:

Post by RMJ »

A.I programming simply wasnt that far ahead back then, as it is now. But yeah could be cool if anyone one could improve that or make a new one. But i bet its no an easy task :shock:
Post Reply

Return to “General OpenTTD”

Who is online

Users browsing this forum: No registered users and 16 guests