AdmiralAI v25
Moderator: OpenTTD Developers
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
Has tried to test at "hard" difficulty
All 7 AdmiralAIs started with same route
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
Great AI, however there are some pathfinding problems ( see picture)
- Attachments
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- ai.jpg (69.6 KiB) Viewed 1381 times
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
Nicely done Yexo, however there are still some problems with attaching the rail with rail stations but apart from that one of AI's crashed even before it started building the rails (I restarted the other 3 for messing around with my busses - reason: AI's drive through bus stops and great many busses stopping one by one in the middle of my route).
Here's the save (r14418, v13 of AI).
Here's the save (r14418, v13 of AI).
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- Avonton Transport, 4th Mar 2051.sav
- savegame
- (585.59 KiB) Downloaded 152 times
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: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
Been experimenting with this too, it seems that the rail part of the AI either can't handle NARS2, 2CC set or the extended engine pool. I'm not sure which yet, I'm still investigating.
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
Thanks for all the reports everyone, I'm very happy that is has been tested by many different people!
I'll try to fix this by randomizing the order in which the industries are searched.ilt wrote:
Has tried to test at "hard" difficulty
All 7 AdmiralAIs started with same route
I'm out of ideas of how to fix that issue, as the station is build before the pathfinding is started. If pathfinding doesn't return a route, the station remains.ZeroMD wrote:Great AI, however there are some pathfinding problems ( see picture)
As for attaching rail stations to rail, I've found and fixed another bug. The number of busses may need some tweaking to be better. Alternatively you can try to disable allowing bus stops on town-owned road.SirkoZ wrote:Nicely done Yexo, however there are still some problems with attaching the rail with rail stations but apart from that one of AI's crashed even before it started building the rails (I restarted the other 3 for messing around with my busses - reason: AI's drive through bus stops and great many busses stopping one by one in the middle of my route).
Here's the save (r14418, v13 of AI).
The engine pool can't be the problem. I haven't tested NARS2 nor 2CC set, so both of them could give problems. I'm sure the DBSet gives problems, because the AI tries to attach a wagon to an engine but that is disallowed by that grf. Maybe NARS2 and 2CC set have a similar system (disallowing the attaching of cargo coaches to fast pax-only engines)?Gremnon wrote:Been experimenting with this too, it seems that the rail part of the AI either can't handle NARS2, 2CC set or the extended engine pool. I'm not sure which yet, I'm still investigating.
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
I've not tried it since, I'll have another experiment with them separately.
Although when I was, it seemed to have greater sucess using 2CC than NARS2... when it actually got to the point of building a train.
Although when I was, it seemed to have greater sucess using 2CC than NARS2... when it actually got to the point of building a train.
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
Haven't had a chance to try your recent versions but regarding NARS2, (early) trains must have cabooses so this could be the issue.
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Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
I like your new version AI. But Aviators Aircraft doesn't quite work and it gives me errors every time I load a savegame
BTW, everything else is fine to me . I must say, good luck!
BTW, everything else is fine to me . I must say, good luck!
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- error.PNG (12.69 KiB) Viewed 5114 times
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- Fradean Freighter, 20th Jan 1933.sav
- (1.74 MiB) Downloaded 150 times
usecubes.com 3-D Pixel Design Software
Re: AdmiralAI (v13 out): busses, trucks, trams, trains, planes
I will try to solve a similar problem by using simple function isRouteAvailable with valid tiles from coverage radiuses as parametres.Yexo wrote: I'm out of ideas of how to fix that issue, as the station is build before the pathfinding is started. If pathfinding doesn't return a route, the station remains.
AdmiralAI v14
New release: AdmiralAI v14. Thanks too all who tested, I hope you continue to report all bugs you find. Tar file can be found in the first post.
Version 14 needs NoAI r14512 or newer.
New features:
Attached are three screenshots by games where AdmiralAI run alone on the map started with
Edit: I forgot to mentions a known problem:
Saving/Loading code was not updated, but the rest of the code was. it may still work, it might also do strange things after loading a game.
Version 14 needs NoAI r14512 or newer.
New features:
- At the moment a new bus route will be build, try subsidized routes first.
- Build NewGRF rail station (this needs a station grf that supports callback 18, like Industrial Stations Renewal
- Greatly improved airport building. Better reuse of exisint airports before new ones are build.
- Choose the best type of rail for a route (instead of always normal rail)
- Convert normal rail to electric rail if better electric engines are available
- Enable the usage of helicopters, but only as plane replacement (no heliports are build)
- If there are too many trains on a route, sell one.
- Fix plane loading code (reported by This is my name)
- Enable wagon removal,so train don't become too long when replacing an engine with a longer one
- Build the rail connection to the station correct (reported by SirkoZ)
- Autoreplace for planes was broken
- Don't build passenger-only engines. (dbset now works correctly)
- Don't start a new route if one of the existing routes needs more vehicles
Attached are three screenshots by games where AdmiralAI run alone on the map started with
Code: Select all
start_ai admiralai use_planes=0,use_trains=1,use_trucks=0,use_busses=0
Saving/Loading code was not updated, but the rest of the code was. it may still work, it might also do strange things after loading a game.
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- Unnamed, 5th Jun 1944.png
- A simple, clean junction with ecs loaded.
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- Unnamed, 6th Sep 1945.png
- Some more junctions and IRS
- (141.98 KiB) Downloaded 192 times
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- Unnamed, 10th Aug 1964.png
- Jams!
- (178.93 KiB) Downloaded 183 times
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Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Here we get a clever AI. Congratulations!
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Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Wow - the lines look a bit messy, but nice job! Even proper usage of the one way pbs signal there...
Also nice touch that it chooses e.g. the ISR Coal station next to a coal mine
Also nice touch that it chooses e.g. the ISR Coal station next to a coal mine
Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Nice AI, Yexo !
(...i hope you understand my english)
Screenshot:
Build 14520. AI don't finished construction of the road to the station. And since this moment (1953-1977) it left off work , don't continue any construction, don't pay off a debt.
(...i hope you understand my english)
Screenshot:
Build 14520. AI don't finished construction of the road to the station. And since this moment (1953-1977) it left off work , don't continue any construction, don't pay off a debt.
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- Untitled-1.jpg (82.7 KiB) Viewed 4471 times
Last edited by Dimension on 25 Oct 2008 12:40, edited 1 time in total.
Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Thank you for the new release, Yexo.
Just one quick thing - I went through your 3 screenshots - look real nice.
However for those players that have 90° turns disabled (not me) your AI should try not to build a depot with 90° turn right on depot's exit.
I'm talking about the "Some more junctions and IRS" - second screenshot/depot near a coal mine.
Just one quick thing - I went through your 3 screenshots - look real nice.
However for those players that have 90° turns disabled (not me) your AI should try not to build a depot with 90° turn right on depot's exit.
I'm talking about the "Some more junctions and IRS" - second screenshot/depot near a coal mine.
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: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Thanks for all the kind words!
That is actually the work of the grf, not of the AI. The AI supplies some parameters (industry types, pickup or drop station, distance, cargo) and the grf picka a station layout to build.Roujin wrote:Wow - the lines look a bit messy, but nice job! Even proper usage of the one way pbs signal there...
Also nice touch that it chooses e.g. the ISR Coal station next to a coal mine
Since it doesn't do anything, I guess it crashed. If this happens again, can you post the error message shown in the ai debug panel (found under the question mark in the menu bar)? (a screenshot of the complete red message would be best).Dimension wrote:Nice AI, Yexo !
(...i hope you understand my english)
Screenshot:
Build 14520. AI don't finished construction of the road to the station. And since this moment (1953-1977) it left off work , don't continue any construction, don't pay off a debt.
You're right but actually that depot is only used for the line going towards the iron ore miine (so no 90* turn). For the line towards the south, there is another depot (not visible in the screenshot).SirkoZ wrote:Thank you for the new release, Yexo.
Just one quick thing - I went through your 3 screenshots - look real nice.
However for those players that have 90° turns disabled (not me) your AI should try not to build a depot with 90° turn right on depot's exit.
I'm talking about the "Some more junctions and IRS" - second screenshot/depot near a coal mine.
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Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Where to i put the TAR file? Tried looking for bin folder but to no avail.
Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
If you download a binary release, you put it in the ai/ folder.XxInNOutxX wrote:Where to i put the TAR file? Tried looking for bin folder but to no avail.
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Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Thanks a million Yexo! But now this AI seems to make itself bankrupt instead of building better except for 1 or 2. Is this a feature or has my AI gone haywire?
Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
What AI have you started? (Check the company name).XxInNOutxX wrote:Thanks a million Yexo! But now this AI seems to make itself bankrupt instead of building better except for 1 or 2. Is this a feature or has my AI gone haywire?
In case of AdmiralAI: this AI doesn't work nice when started more than two times, as all AIs will try to build the same route. In case you only started 1/2 and it went bankrupt, you may have very difficult map settings / other settings. In that case I'd like to see a savegame.
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Re: AdmiralAI (v14 out): busses, trucks, trams, trains, planes
Well i tried to load the save file to play and guess what, it crashed on me for some reason. Can u enlighten me pls Yexo? I don't think you get what i mean. I meant starting 7 of them and only 1 or 2 manage to start off, the rest just had their values reduced to 1 pound
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