I'm sure no-one would mind if you included all transport kinds though.Zutty wrote:Thanks for all the bug reports everyone. Its nice to see people are still interested in a mouldy old RV-only AI!
PathZilla (v6) - A networking AI
Moderator: OpenTTD Developers
Re: PathZilla (v6) - A networking AI
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Re: PathZilla (v6) - A networking AI
I do plan to support all transport types eventually.SirkoZ wrote:I'm sure no-one would mind if you included all transport kinds though.Zutty wrote:Thanks for all the bug reports everyone. Its nice to see people are still interested in a mouldy old RV-only AI!
Aircraft is next. I'm hoping Yexo will add some NoAI functions to the NewGRF airports branch.
*SUBTLE HINT*
I also plan to do something a bit clever with airports to handle noise correctly. Not figured it out 100% yet, but watch this space!
rait - Thanks for the bug report. Are you Estonian? WOO! Both my house-mates are Estonian. I should have learned the language by now.
PathZilla - A networking AI - Now with tram support.
Re: PathZilla (v6) - A networking AI
A crash happened:
At the time of the crash I just happened to look at what it was doing.
Apparently, it is moving iron ore from the mine to the steel mill using a single station.
I don't think it will get very rich from doing that.
Code: Select all
dbg: [ai] [1] [S] Your script made an error: top() on a empty array
dbg: [ai] [1] [S]
dbg: [ai] [1] [S] *FUNCTION [Serialize()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/struct/Map.nut line [198]
dbg: [ai] [1] [S] *FUNCTION [Serialize()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/schema/Schema.nut line [257]
dbg: [ai] [1] [S] *FUNCTION [Save()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/main.nut line [222]
dbg: [ai] [1] [S] *FUNCTION [pow()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [55]
dbg: [ai] [1] [S] *FUNCTION [pow()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [55]
dbg: [ai] [1] [S] *FUNCTION [pow()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [55]
dbg: [ai] [1] [S] *FUNCTION [pow()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [55]
dbg: [ai] [1] [S] *FUNCTION [pow()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [55]
dbg: [ai] [1] [S] *FUNCTION [pow()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [55]
dbg: [ai] [1] [S] *FUNCTION [sqrt()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/common.nut line [42]
dbg: [ai] [1] [S] *FUNCTION [GetCircumCircle()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/graph/Triangle.nut line [121]
dbg: [ai] [1] [S] *FUNCTION [constructor()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/graph/Triangle.nut line [41]
dbg: [ai] [1] [S] *FUNCTION [constructor()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/graph/impl/Triangulation.nut line [184]
dbg: [ai] [1] [S] *FUNCTION [Initialise()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/schema/Schema.nut line [230]
dbg: [ai] [1] [S] *FUNCTION [GetPlanGraph()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/schema/Schema.nut line [118]
dbg: [ai] [1] [S] *FUNCTION [FindNewServices()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/service/ServiceManager.nut line [131]
dbg: [ai] [1] [S] *FUNCTION [Start()] ~/.openttd/content_download/ai/PathZilla.6.tar/pathzilla.6/main.nut line [157]
dbg: [ai] [1] [S]
dbg: [ai] [1] [S] [saveData] TABLE
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [data] TABLE
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [@ITERATOR@] 1
dbg: [ai] [1] [S] [schema] INSTANCE
dbg: [ai] [1] [S] [idx] 0
dbg: [ai] [1] [S] [data] TABLE
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [p] 3
dbg: [ai] [1] [S] [num] 2
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [p] 4
dbg: [ai] [1] [S] [num] 2
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [p] 5
dbg: [ai] [1] [S] [num] 2
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [p] 6
dbg: [ai] [1] [S] [num] 2
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [p] 7
dbg: [ai] [1] [S] [num] 2
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] [1] [S] [p] 8
dbg: [ai] [1] [S] [num] 2
dbg: [ai] [1] [S] [this] INSTANCE
dbg: [ai] The AI died unexpectedly.
Apparently, it is moving iron ore from the mine to the steel mill using a single station.
I don't think it will get very rich from doing that.
- Attachments
-
- a tour around the factory would be nice
- rondje_om_de_fabriek.png (76.2 KiB) Viewed 5515 times
Re: PathZilla (v6) - A networking AI
Alberth wrote:rondje_om_de_fabriek.png
Re: PathZilla (v6) - A networking AI
Some thoughts on aircraft income and ideal flight distance on this page (and the following pages):Zutty wrote: Aircraft is next.
http://www.tt-forums.net/viewtopic.php? ... &start=540
If you want the matlab files please tell me:)
regards
Dimme
Re: PathZilla (v6) - A networking AI
Oooh, that looks interesting. Yeah the files would be good. Its been a while since I dealt with M-files, but I think I can remember how to read them!Dimme wrote:Some thoughts on aircraft income and ideal flight distance on this page (and the following pages):Zutty wrote: Aircraft is next.
http://www.tt-forums.net/viewtopic.php? ... &start=540
If you want the matlab files please tell me:)
regards
Dimme
LOL! Thanks for the report Alberth.Alberth wrote:Apparently, it is moving iron ore from the mine to the steel mill using a single station.
I don't think it will get very rich from doing that.
I think I have put in a fix so it will at least drop off the cargo for such a service, but I'm going to separate loading and unloading stations at some point to fix this properly.
BTW - I made my first commit in four months last night...
http://code.google.com/p/ottd-noai-path ... tail?r=301
Version 7 is on the way, honest!
PathZilla - A networking AI - Now with tram support.
Re: PathZilla (v6) - A networking AI
Here are the files. They are quite messy and uncommented, so just ask if there is something you don't understand:)
The properties needed to select the best AC includes the loading speed, I don't know whether that is available for AI's.
Re: PathZilla (v6) - A networking AI
Pathzilla crashed on me, screenshot included. Maybe it's the same problem as others reported but better too many bug reports than too few
Re: PathZilla (v6) - A networking AI
PathZilla v6 crashed in my game, see attached screenshot. Poor PathZilla, it was doing well...
- Attachments
-
- pathzilla crash.png (28.21 KiB) Viewed 891 times
Re: PathZilla (v6) - A networking AI
Thanks for the bug report. This is an interesting one. It seems that there is no possible path between two particular targets (towns/industries). Infortunately I cant tell which two, but NVM.Brumi wrote:PathZilla v6 crashed in my game, see attached screenshot. Poor PathZilla, it was doing well...
This might be because...
- The targets are too far apart (2048x2048 map with "very low" towns/industries??)
- The targets have some difficult terrain/obstacles between them and the pathfinder is giving up
- The targets are not connected by land
- Some other bug
Is it at all possible to have a save of this game?
PathZilla - A networking AI - Now with tram support.
Re: PathZilla (v6) - A networking AI
Yes, there you go. By the way, the game was first saved way after PathZilla crashed.Zutty wrote:Is it at all possible to have a save of this game?
- Attachments
-
- AI.sav
- savegame using r18968
- (809.18 KiB) Downloaded 123 times
Re: PathZilla (v6) - A networking AI
I haven't seen this type of crash on this thread before, so I'm posting it:
The savegame is the same as before, I just loaded it again. I'm using r18968.Re: PathZilla (v6) - A networking AI
Another good one. It looks like the AI tried to build a depot directly adjacent to the target tile. Should be simple to reproduce and confirm this.Brumi wrote:I haven't seen this type of crash on this thread before, so I'm posting it:The savegame is the same as before, I just loaded it again. I'm using r18968.
PathZilla - A networking AI - Now with tram support.
Re: PathZilla (v6) - A networking AI
I had an iron mine pop up next to a steel mill in one of my non-AI games recently. I built the ore pickup station on the far side of the mine, and the dropoff station on the far side of the steel mill. Don't know how you'd tell the AI not to build one station in a situation like that, though. Maybe make it so it won't build stations if the cargo produced and the cargo accepted are the same?
Zutty wrote:
LOL! Thanks for the report Alberth.Alberth wrote:Apparently, it is moving iron ore from the mine to the steel mill using a single station.
I don't think it will get very rich from doing that.
I think I have put in a fix so it will at least drop off the cargo for such a service, but I'm going to separate loading and unloading stations at some point to fix this properly.
BTW - I made my first commit in four months last night...
http://code.google.com/p/ottd-noai-path ... tail?r=301
Version 7 is on the way, honest!
Who is John Galt?
Re: PathZilla (v6) - A networking AI
I'll just keep a register of which stations are for pickup and which are for dropoff. It can derive everything else from the game state (i.e. what cargo to pick up/drop off). Then when issuing orders the AI may only set a "Load" order at a pikcup station, and only "Unload" at a drop-off station.
Thats the theory anyway!
Thats the theory anyway!
PathZilla - A networking AI - Now with tram support.
Re: PathZilla (v6) - A networking AI
crash, no savegame (game running in backgroung for 10 years)
===
Another bug. (The same map, next game)
===
Another bug. (The same map, next game)
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: PathZilla (v6) - A networking AI
Hi, I just re-loaded my yesterday's AI test game. Seems that Pathzilla didn't like that:
Before re-loading the game it survived; generally it seems like it could try to improve its station rating a bit. In any case, keep up the good work
Code: Select all
dbg: [ai] [8] [S] Your script made an error: top() on a empty array
dbg: [ai] [8] [S]
dbg: [ai] [8] [S] *FUNCTION [Serialize()] /Users/ingo/Documents/OpenTTD/content_download/ai/PathZilla.6.tar/pathzilla.6/struct/Map.nut line [198]
dbg: [ai] [8] [S] *FUNCTION [Serialize()] /Users/ingo/Documents/OpenTTD/content_download/ai/PathZilla.6.tar/pathzilla.6/schema/Schema.nut line [257]
dbg: [ai] [8] [S] *FUNCTION [Save()] /Users/ingo/Documents/OpenTTD/content_download/ai/PathZilla.6.tar/pathzilla.6/main.nut line [222]
dbg: [ai] [8] [S] *FUNCTION [Start()] /Users/ingo/Documents/OpenTTD/content_download/ai/PathZilla.6.tar/pathzilla.6/main.nut line [168]
dbg: [ai] [8] [S]
dbg: [ai] [8] [S] [saveData] TABLE
dbg: [ai] [8] [S] [this] INSTANCE
dbg: [ai] [8] [S] [data] TABLE
dbg: [ai] [8] [S] [this] INSTANCE
dbg: [ai] [8] [S] [@ITERATOR@] 1
dbg: [ai] [8] [S] [schema] INSTANCE
dbg: [ai] [8] [S] [idx] 0
dbg: [ai] [8] [S] [data] TABLE
dbg: [ai] [8] [S] [this] INSTANCE
dbg: [ai] [8] [S] [expansionInterval] 600
dbg: [ai] [8] [S] [maintenanceInterval] 400
dbg: [ai] [8] [S] [workInterval] 200
dbg: [ai] [8] [S] [latency] 1
dbg: [ai] [8] [S] [noServices] false
dbg: [ai] [8] [S] [ticker] 400
dbg: [ai] [8] [S] [this] INSTANCE
dbg: [ai] The AI died unexpectedly.
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Re: PathZilla (v6) - A networking AI
Thanks for the reports Kogut & planetmaker. Both are known bugs that will be fixed in the next version.
Just to tease, and so you all know I'm still working on this, heres a nice new feature for you: naming schemes...
The AI has a set of naming 'schemes', each of which can generate an extremely broad pool of names, with the intention being that no player should ever see the same name twice (ever). I will include four naming schemes with version 7....
http://code.google.com/p/ottd-noai-path ... ritish.nut
I am very much hoping that people will be able to provide me with translations so that I can provide more international naming schemes as time goes on (French, German, Dutch, etc...). Plus, I plan to make this even cooler with a future update, but I'll keep quiet for now!
Hope you find this interesting.
Just to tease, and so you all know I'm still working on this, heres a nice new feature for you: naming schemes...
The AI has a set of naming 'schemes', each of which can generate an extremely broad pool of names, with the intention being that no player should ever see the same name twice (ever). I will include four naming schemes with version 7....
- A simple scheme that just names everything "<home town> Transport"
- A more complex scheme to generate non-country specific english-language names
- One for British sounding names
- One for American sounding names
http://code.google.com/p/ottd-noai-path ... ritish.nut
I am very much hoping that people will be able to provide me with translations so that I can provide more international naming schemes as time goes on (French, German, Dutch, etc...). Plus, I plan to make this even cooler with a future update, but I'll keep quiet for now!
Hope you find this interesting.
PathZilla - A networking AI - Now with tram support.
Re: PathZilla (v6) - A networking AI
Interesting. If you feel like sharing you could turn that into a library. Though, I'm unsure as of if I would use it. CluelessPlus already has a name-sheme (not as complex as yours though) and PAXLink would need and adopted scheme for its kind of service. That said the transport companies IRL always seems to come up with interesting names when they re-brand.
I saw that you had an empty string animal:
Not sure if that is intended or not.
I saw that you had an empty string animal:
Code: Select all
animal = ["Rabbit", "Swallow", "Kestrel", "Fox", "Pony", "Peacock", "Viper", ""]
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: PathZilla (v6) - A networking AI
Woops! Thanks Zuu.
If people are interested then I could try to make a library out of it, as it is quite flexible. I'm open to suggestions on how to improve it too, particularly when it comes to internationalisation. I'm thinking I should broaden the scope of this thing to serve up ALL strings that the AI shows to the user, but I'm still thinking of a clean way to do this.
Yexo (or other devs) - Can an AI library expose more than one class via the import() statement, or would I have to use an inner class, such as...
If people are interested then I could try to make a library out of it, as it is quite flexible. I'm open to suggestions on how to improve it too, particularly when it comes to internationalisation. I'm thinking I should broaden the scope of this thing to serve up ALL strings that the AI shows to the user, but I'm still thinking of a clean way to do this.
Yexo (or other devs) - Can an AI library expose more than one class via the import() statement, or would I have to use an inner class, such as...
Code: Select all
class NamingScheme {
class Pattern { ... }
}
PathZilla - A networking AI - Now with tram support.
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