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Re: JAMI: Just Another Moronic Intelligence

Posted: 14 Aug 2009 15:12
by Wasila
It looks like JAMI on my game is going to be paralysed with possibilities until v4. Also doesn't reading everything off the map take a lot longer, especially on larger maps?

Re: JAMI: Just Another Moronic Intelligence

Posted: 14 Aug 2009 15:31
by Xander
It certainly does, on both counts. I rushed out v3, but that's why god invented weekends :)

I'm going to be sitting down with JAMI and teaching her how to better select routes, probably teaching her to limit her choices to the top 10 starts and not looking further than she can path.

Re: JAMI: Just Another Moronic Intelligence

Posted: 14 Aug 2009 16:40
by Zuu
Wasila wrote:Also doesn't reading everything off the map take a lot longer, especially on larger maps?
Not neccessarily lot longer. If you make sure to have your depots in the vehicle orders you for example don't have to scan a lot of tiles to find them.

Both CluelessPlus and PAXLink are implemented so that they do not store anything on save. This will however change a bit on PAXLink for station statistics.

Re: JAMI: Just Another Moronic Intelligence

Posted: 14 Aug 2009 17:24
by Xander
I was saying yes to the idea that large maps have quite a lot of towns and industries. JAMI scores every possible route she can which means lots of industries and certainly lots of towns causes her to take forever to pick a route.

Re: JAMI: Just Another Moronic Intelligence

Posted: 14 Aug 2009 18:15
by Dustin
Xander wrote:
Yexo wrote:
Xander wrote:Therefore she doesn't need to have save/load implemented.
In that case the best option is to implement empty save and load functions to make sure the warning is disabled.
I plan to. I just couldn't get my head around tables and wanted to get JAMI v3 out there - given the mess v2 was causing :P
This is all you need:

Code: Select all

function JAMI::Save()
{
 local table = {};	
 return table;
}

function JAMI::Load(version, data)
{
}

Re: JAMI: Just Another Moronic Intelligence

Posted: 15 Aug 2009 11:43
by Wold
You got the idea.. She ( as you call the AI ) even builds the stations the wrong way and doesn't connect them to a road.

Edit: new game and a quote from the debug about the station spam
Conham Transport, 5th Sep 1971.png
Conham Transport, 5th Sep 1971.png (78.29 KiB) Viewed 1869 times

Re: JAMI: Just Another Moronic Intelligence

Posted: 15 Aug 2009 14:01
by Xander
Wold wrote:You got the idea.. She ( as you call the AI ) even builds the stations the wrong way and doesn't connect them to a road.
Many thanks. Added to the bug list :)

Re: JAMI: Just Another Moronic Intelligence

Posted: 15 Aug 2009 14:24
by Wold
Some poor management:

Re: JAMI: Just Another Moronic Intelligence

Posted: 15 Aug 2009 14:26
by Xander
Wold wrote:Some poor management:
Known about - planned for v8: http://noai.openttd.org/issues/show/12

Re: JAMI: Just Another Moronic Intelligence

Posted: 16 Aug 2009 08:25
by Wasila
Cool, never saw that roadmap.

Is JAMI actually only for rvs? You've never explicitly stated that...

Also I'm now getting:

MANAGER: New session

around twenty times!

Re: JAMI: Just Another Moronic Intelligence

Posted: 18 Aug 2009 11:21
by bedders
Road network problem:

Buses are being created and trying to ply the Fort Fladtown to Rinningville Transfer route, but as you can see it's not connected to a depot.

Keep up the good work though, the debug stuff is very readable :)

Re: JAMI: Just Another Moronic Intelligence

Posted: 18 Aug 2009 11:50
by bedders
Your script made an error: parameter 1 has an invalid type 'function'; expected:'integer'

Re: JAMI: Just Another Moronic Intelligence

Posted: 18 Aug 2009 12:04
by Xander
Many thanks. I'm pretty sure v4 should correct this problem :)

Re: JAMI: Just Another Moronic Intelligence

Posted: 07 Sep 2009 15:27
by Kogut
Can I use your log output format and/or your messages in my AI?

Re: JAMI: Just Another Moronic Intelligence

Posted: 08 Apr 2024 04:14
by kamnet
Xander wrote: 09 Aug 2009 23:13 JAMI: Just Another Moronic Intelligence
I know this is a real gravedig, but I randomly came across it, the AI console script amused me and I wanted to see what it looked like in OpenTTD today. Tagging just to see if Xander is still interested in trying to debug it after all of this time.

The successfully built one route, but then it started to build roads next to the intersection corners, it tried to then build a station, it failed and then abandons the route it just built.

Screenshot: https://cdn.discordapp.com/attachments/ ... b5a7165078&