Tournament System -- Offline

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

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GeekToo
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Re: Tournament System

Post by GeekToo »

Is is possible to run this version of Convoy ( with lib pathfinding ) against itself ( ie V1.2) to compare the pathfinders?
http://www.tt-forums.net/viewtopic.php?p=700243#p700243
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Re: Tournament System

Post by TrueBrain »

Updated start-topic with some rules and disclaimers.
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GeekToo
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Re: Tournament System

Post by GeekToo »

Thanks for running the tournaments again. Latest 2 tournaments show what I already expected: on easy terrain ( the default ruleset ), the Convoy pathfinder performs slightly better, but on mountains, the lib pathfinder does perform a lot better. So I'll continue Convoy with the lib pathfinder.
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paullb
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Re: Tournament System

Post by paullb »

Thank you for running the tournament stuff here TrueLight.

I have one request (if possible). Would it be difficult to seperate the logs of each AI into different text files for easier review?
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Ralph
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Re: Tournament System

Post by Ralph »

So I did better this time, but so did everyone else :D . Will be back when I think it can beat ConvoyLib, the Air based ones may be harder.
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Re: Tournament System

Post by TrueBrain »

We changed the way the tournament was done completely. The time to run the tournament was about 2 hours (6 AIs), and every AI increased that with about 30%... undoable. The current method can run 32 AIs in about an hour.

To read more about it, please see http://devs.openttd.org/~noai/tournament/scoring.html. Any questions about the tournament system are welcome. Suggestions too of course, but I suggest to direct them to Yexo :p (mwhahahaha)

Currently we don't have more than 8 AIs, so the results are a bit slim .. but now we are prepared :)
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Re: Tournament System

Post by Yexo »

TrueLight wrote:To read more about it, please see http://devs.openttd.org/~noai/tournament/scoring.html. Any questions about the tournament system are welcome. Suggestions too of course, but I suggest to direct them to Yexo :p (mwhahahaha)
That's ok, as long as you do the implementation :wink:
Currently we don't have more than 8 AIs, so the results are a bit slim .. but now we are prepared :)
What TrueLight tries to say: we need more AIs to test the system, so create one and post it (or message it privatly to TrueLight).

Oh, and what I forgot to say, please see this competition (http://devs.openttd.org/~noai/tournamen ... 620-014529) :D
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Re: Tournament System

Post by Ralph »

W00t, no longer last, but it looks like I still have a couple of crash bugs to work out. Though on the GeekToo Rules-set, round 1, pool 1, match 1 my log just stops without a crash notice. Is there some kind of CPU limit getting tired of my crummy pathfinder?

Is it possible to get the graphs in the overview in UKP? at the moment they are in euros and the results page in pounds, confused me for a sec.
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Re: Tournament System

Post by saint »

Yexo wrote:What TrueLight tries to say: we need more AIs to test the system, so create one and post it (or message it privatly to TrueLight).
I had a fiddle again last night and my AI can now build a route between two towns and populate it with two buses! :]

Now to work on some sort of intelligent continuous construction :wink:
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Re: Tournament System

Post by Yexo »

Ralph wrote:W00t, no longer last, but it looks like I still have a couple of crash bugs to work out. Though on the GeekToo Rules-set, round 1, pool 1, match 1 my log just stops without a crash notice. Is there some kind of CPU limit getting tired of my crummy pathfinder?

Is it possible to get the graphs in the overview in UKP? at the moment they are in euros and the results page in pounds, confused me for a sec.
Just divide / multiply by 2. The internal values (and the values AIs use are in pounds, but the TJIP challenge works with euros. Probably it won't change.
saint wrote:I had a fiddle again last night and my AI can now build a route between two towns and populate it with two buses! :]

Now to work on some sort of intelligent continuous construction :wink:
Good. If you need any help/advice or just like to talk about NoAI, please join us as #openttd.noai
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Re: Tournament System

Post by Zutty »

Oooh a new tournament system. I like the rankings especially.

Edit: OH WAIT! I've just noticed its split into two parts now.

I LOVE the royal rumble of the tournament!! That's just crazy! :D
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Re: Tournament System

Post by TrueBrain »

Ralph wrote:W00t, no longer last, but it looks like I still have a couple of crash bugs to work out. Though on the GeekToo Rules-set, round 1, pool 1, match 1 my log just stops without a crash notice. Is there some kind of CPU limit getting tired of my crummy pathfinder?
Besides a fair-scheduler, nothing rates the CPU. So your AI can never just 'die', it either died on its own, or you didn't execute anything anymore :)
Ralph wrote: Is it possible to get the graphs in the overview in UKP? at the moment they are in euros and the results page in pounds, confused me for a sec.
Done for next time.
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Re: Tournament System

Post by saint »

Yexo wrote:If you need any help/advice or just like to talk about NoAI, please join us as #openttd.noai
Sounds like the reasons for me to find an IRC client are getting larger all the time. Ultimately I'll need a way to get on from within a network that blocks the default IRC port though :(

At the moment, I'm just trying to work out the best way to keep track of what routes my AI implements so if anyone has any hints for that, share away.
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Re: Tournament System

Post by Rubidium »

Just make sure your client supports SSL and use OFTCs SSL port (6697 IIRC).
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GeekToo
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Re: Tournament System

Post by GeekToo »

I've updated Convoy to V 1.3, using the lib pathfinder V2. So when you run a tournament again, can you please use this one, iso ConvoyLib ( or use both, to be able to compare ).

http://www.tt-forums.net/viewtopic.php?p=702108#p702108

The new tournament rules are a little harder for Convoy, as it is kind of modest, and keeps away from towns where other players already built a station. But we'll see how well it does now. I can always decide to perform some brain surgery, and remove that modesty :)
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Re: Tournament System

Post by TrueBrain »

GeekToo wrote:The new tournament rules are a little harder for Convoy, as it is kind of modest, and keeps away from towns where other players already built a station. But we'll see how well it does now. I can always decide to perform some brain surgery, and remove that modesty :)
Better yet, make it optional!
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Re: Tournament System

Post by svetovoi »

I've made version of my AI working with library pathfinder.
Sign it in the tournament.
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paullb
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Re: Tournament System

Post by paullb »

TrueLight,

would you be so kind as to use the v0.2 version of Jinjaba.

http://www.tt-forums.net/viewtopic.php? ... 58#p703058
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Ralph
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Re: Tournament System

Post by Ralph »

Are the maps used in the very hard set downloadable anywhere?
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Re: Tournament System

Post by Rubidium »

Currently the first two of the attached scenarios are used. The third is a variation of the first which should be harder than the first.

The ideas behind the scenarios:
scenario 1 (and 3): a flat map with primary industries at one side and the secondary at the other side of the map. The middle of the map floods slowly, so early roads will be broken. Secondly there is a very slow bridge in the middle and making a detour for most of the cargos via the outer bridges is advisable, but you need to make the road connection yourself. Furthermore the towns are big and dense making it harder to build big stations, especially airports. The secondary industries are placed with very limited space for stations, making it hard to service them. Finally the 'river' in the middle is just too long for a bridge to span it, but with a little terraforming you can build one.

scenario 2: map with non-standard CargoIDs, i.e. no coal and such. It furthermore is very hilly and rough and because building on slopes is disabled building roads (not to mention airports) is very hard until you start terraforming.

As you can see the maps were made to test AIs in the extreme cases instead of the fairly flat maps with building on slopes enabled as well as to handle removal of roads, industries and towns.
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