Compeditor AI progress?
Moderator: OpenTTD Developers
Compeditor AI progress?
I've searched around these forums, and the wiki, but I can't find anything on the new compeditor AI? According to my install it's still in Alpha. Who is working on it?
I guess it won't be included untill 0.5 or something. But a progress update reporty thing would be nice.
I guess it won't be included untill 0.5 or something. But a progress update reporty thing would be nice.
Last I knew was that a whole new API was being designed (and coded) to allow user-created scripts to hook into and control the AI. Look for info about the GPMI. Its certainly not going to make 0.5.0.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
I have been fiddling around with openttd.gpmi a bit, it is actually meant to make OTTD fully modular but now it is just for creating AI scripts. But the AI is still as smart as it's programmer (trust me, I know ).richk67 wrote:Last I knew was that a whole new API was being designed (and coded) to allow user-created scripts to hook into and control the AI. Look for info about the GPMI. Its certainly not going to make 0.5.0.
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
-
- Engineer
- Posts: 72
- Joined: 09 Apr 2006 23:49
- Location: UK
- Contact:
Hmm, my first post. Been playing some OpenTTD recently.
I'm dead interested in this update on the AI, just had to post. Will be looking into the AI if user-made scripts can be easily used with it, or if the AI is modular so its easy to edit.
Interesting stuff, I hope work is going well on it, wether ot not updates will be available sooner or later, I'll be hanging around on and off and checking up on this aspect
I'm dead interested in this update on the AI, just had to post. Will be looking into the AI if user-made scripts can be easily used with it, or if the AI is modular so its easy to edit.
Interesting stuff, I hope work is going well on it, wether ot not updates will be available sooner or later, I'll be hanging around on and off and checking up on this aspect
Finaldeath
About OpenTTD with GPMI enabled AIs (road only, sorry ):
http://www.libgpmi.org/docs/gpmi_openttd/index.htm
To comment on richk67: it is 100% ready and tested, so in fact it could be merged to the current trunk. Only I refuse to do it, and no other dev seems interesting in doing the job. The patch for it is freely available via the URL above.
For the rest: the ingame NewAI is dead. The source-file clearly states that It is impossible to make a good AI in the current OpenTTD-source-code. The amount of helper-functions exceeds the amount of real AI lines. Therefor this GPMI enabled AI version is created, AIs dropped from 5000+ lines to just 300, and still do the same
An other important note: OpenTTD with GPMI enabled AIs is also on a hold. Currently we are rewriting OpenTTD from scratch with a small group, but this time GPMI enabled, meaning it will be very modular and compact. But, that is an other story...
http://www.libgpmi.org/docs/gpmi_openttd/index.htm
To comment on richk67: it is 100% ready and tested, so in fact it could be merged to the current trunk. Only I refuse to do it, and no other dev seems interesting in doing the job. The patch for it is freely available via the URL above.
For the rest: the ingame NewAI is dead. The source-file clearly states that It is impossible to make a good AI in the current OpenTTD-source-code. The amount of helper-functions exceeds the amount of real AI lines. Therefor this GPMI enabled AI version is created, AIs dropped from 5000+ lines to just 300, and still do the same
An other important note: OpenTTD with GPMI enabled AIs is also on a hold. Currently we are rewriting OpenTTD from scratch with a small group, but this time GPMI enabled, meaning it will be very modular and compact. But, that is an other story...
OK thanks for the info. I was hoping that I could build a new rail AI with it.TrueLight wrote:To comment on richk67: it is 100% ready and tested, so in fact it could be merged to the current trunk. Only I refuse to do it, and no other dev seems interesting in doing the job. The patch for it is freely available via the URL above.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
I finished the first part of my AI , it does the following:
1. It searches for a town with a population of 1500 or bigger.
2. It searches for empty tiles, deletes tiles if they're too close together and builds stations on it.
3. It marks that there is a depot needed in the town. This is done so we don't build a complete network in one day.
4. It marks that there are vehicles needed in that town. Same reason as 3.
5. It builds a depot when the AI feels like it (that is every month).
6. It builds the vehicles when there is a depot in the town. It builds the same amount of vehicles as there are stations in the town.
7. It gives out orders to the vehicles and starts them.
8. It repeats this process, the time between two laps is 3 months.
It might be that I need to balance the times a bit more but I will take a look at that later.
Things that my AI doesn't do, but what will be added later (probably):
* Repaying loan. This will probably be done at the end of each year and when the amount of money is bigger than 300 000 credits. It will repay about the half of this 300 000 credits (150 000 credits ).
* Build roads between two towns if they're close enough to each other, this will need some good thinking.
* Buy more vehicles if the stations aren't serviced good enough.
I added some screenshots of my AI (with prove that I didn't build it myself ). More screenshots can be found here, I request that you won't take a look here because I upload the most important screenshots.
If you're interested in my AI I could PM you the files, if you have OpenTTD.GPMI (download here or here) that is. The AI isn't very optimised now (OpenTTD doesn't respond for a few seconds when the AI decides to build) but it will be when I finish it.
[Edit TrueLight] Fixed URLs [/Edit]
1. It searches for a town with a population of 1500 or bigger.
2. It searches for empty tiles, deletes tiles if they're too close together and builds stations on it.
3. It marks that there is a depot needed in the town. This is done so we don't build a complete network in one day.
4. It marks that there are vehicles needed in that town. Same reason as 3.
5. It builds a depot when the AI feels like it (that is every month).
6. It builds the vehicles when there is a depot in the town. It builds the same amount of vehicles as there are stations in the town.
7. It gives out orders to the vehicles and starts them.
8. It repeats this process, the time between two laps is 3 months.
It might be that I need to balance the times a bit more but I will take a look at that later.
Things that my AI doesn't do, but what will be added later (probably):
* Repaying loan. This will probably be done at the end of each year and when the amount of money is bigger than 300 000 credits. It will repay about the half of this 300 000 credits (150 000 credits ).
* Build roads between two towns if they're close enough to each other, this will need some good thinking.
* Buy more vehicles if the stations aren't serviced good enough.
I added some screenshots of my AI (with prove that I didn't build it myself ). More screenshots can be found here, I request that you won't take a look here because I upload the most important screenshots.
If you're interested in my AI I could PM you the files, if you have OpenTTD.GPMI (download here or here) that is. The AI isn't very optimised now (OpenTTD doesn't respond for a few seconds when the AI decides to build) but it will be when I finish it.
[Edit TrueLight] Fixed URLs [/Edit]
- Attachments
-
- Another screenshot, this is a smaller town and it is the first town my AI started building in.
- 006.png (97.37 KiB) Viewed 353 times
-
- Here you can see what the AI has done. This is the largest city on my test map and is the last city that where was being build by my AI.
- 005.png (123.8 KiB) Viewed 362 times
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
-
- Engineer
- Posts: 72
- Joined: 09 Apr 2006 23:49
- Location: UK
- Contact:
That town had a population of 1537 at the beginning of the game so there's nothing wrong with it .Finaldeath wrote:Also, oddly enough, the second screenshot shows the AI building within a town < 1500 population
This is where you can download gpmi (I got it right now .
[Edit TrueLight] Fixed URL [/Edit]
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone
-
- Engineer
- Posts: 72
- Joined: 09 Apr 2006 23:49
- Location: UK
- Contact:
Sorry, meant to reply before, but thats great. If you need an AI tester I may well have time to put in, I do like how LUA can be used for it since I've had the oppotunity to use it (in Dawn of War, which uses it for its user and AI scripting, heh).
Still, nice progress. Getting the basics is key, especially if the system and its calls, from what I have read, are extendable up to the more complex
Still, nice progress. Getting the basics is key, especially if the system and its calls, from what I have read, are extendable up to the more complex
Finaldeath
Who is online
Users browsing this forum: Bing [Bot] and 28 guests