Tournament System -- Offline
Moderator: OpenTTD Developers
Re: Tournament System
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
http://www.tt-forums.net/viewtopic.php?p=700243#p700243
Re: Tournament System
Updated start-topic with some rules and disclaimers.
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: Tournament System
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.
Re: Tournament System
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?
I have one request (if possible). Would it be difficult to seperate the logs of each AI into different text files for easier review?
Re: Tournament System
So I did better this time, but so did everyone else
. Will be back when I think it can beat ConvoyLib, the Air based ones may be harder.

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

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

The only thing necessary for the triumph of evil is for good men to do nothing.
Re: Tournament System
That's ok, as long as you do the implementationTrueLight 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(mwhahahaha)

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).Currently we don't have more than 8 AIs, so the results are a bit slim .. but now we are prepared
Oh, and what I forgot to say, please see this competition (http://devs.openttd.org/~noai/tournamen ... 620-014529)

Re: Tournament System
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.
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.
Re: Tournament System
I had a fiddle again last night and my AI can now build a route between two towns and populate it with two buses!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).
![Pleased :]](./images/smilies/pleased.gif)
Now to work on some sort of intelligent continuous construction

This is my sig
Re: Tournament System
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.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.
Good. If you need any help/advice or just like to talk about NoAI, please join us as #openttd.noaisaint 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
Re: Tournament System
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!
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!

PathZilla - A networking AI - Now with tram support.
Re: Tournament System
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 anymoreRalph 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?

Done for next time.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.
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: Tournament System
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 thoughYexo wrote:If you need any help/advice or just like to talk about NoAI, please join us as #openttd.noai

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

Re: Tournament System
Better yet, make it optional!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
The only thing necessary for the triumph of evil is for good men to do nothing.
Re: Tournament System
I've made version of my AI working with library pathfinder.
Sign it in the tournament.
Sign it in the tournament.
- Attachments
-
- Maniac2.rar
- (16.64 KiB) Downloaded 157 times
Re: Tournament System
TrueLight,
would you be so kind as to use the v0.2 version of Jinjaba.
http://www.tt-forums.net/viewtopic.php? ... 58#p703058
would you be so kind as to use the v0.2 version of Jinjaba.
http://www.tt-forums.net/viewtopic.php? ... 58#p703058
Re: Tournament System
Are the maps used in the very hard set downloadable anywhere?
Re: Tournament System
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.
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.
- Attachments
-
- i_am_a_bitch1.scn
- (81.37 KiB) Downloaded 226 times
-
- i_am_a_bitch2.scn
- (37.51 KiB) Downloaded 204 times
-
- i_am_a_bitch3.scn
- (92.52 KiB) Downloaded 198 times
Who is online
Users browsing this forum: Google [Bot] and 2 guests