Well, perhaps popping up some message like "AI 'Rondje' is loading, please wait ..." during run of the constructor would reduce these bug reports.Rubidium wrote:That happens when people start to file bugreports about "OpenTTD hanging" because of AIs being "creative"; people do not appreciate it if they have to wait long (without progress indication).Maninthebox wrote:Our creative use of the constructor is no longer appreciated it seems
[AI] Rondje om de kerk (current version: 411)
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Re: Rondje om de kerk (version 1.3 aka svn290)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Rondje om de kerk (version 1.3 aka svn290)
It has already been "taken care of": http://hg.openttd.org/openttd/trunk.hg/rev/e05cf0afd8b0Bilbo wrote:Well, perhaps popping up some message like "AI 'Rondje' is loading, please wait ..." during run of the constructor would reduce these bug reports.Rubidium wrote:That happens when people start to file bugreports about "OpenTTD hanging" because of AIs being "creative"; people do not appreciate it if they have to wait long (without progress indication).Maninthebox wrote:Our creative use of the constructor is no longer appreciated it seems
Re: Rondje om de kerk (version 1.3 aka svn290)
Hey guys, I'm planning to do another AI battle royale, but I can't get your AI to run. I thought you changed it so it wouldn't take too long to initialized, but still it always says "This AI took too long to initialize. AI is not started."
I'm using a 512x512 map and start your AI via the console right at start of game.
edit: I also made sure I have the latest version of your AI, even deleted it from the content_download folder and downloaded it from this thread, no use. Also pressing the 'restart' button results in the same message again.
I'm using a 512x512 map and start your AI via the console right at start of game.
edit: I also made sure I have the latest version of your AI, even deleted it from the content_download folder and downloaded it from this thread, no use. Also pressing the 'restart' button results in the same message again.
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Re: Rondje om de kerk (version 1.3 aka svn290)
That was a known problem, which I fixed a while ago, but forgot to upload. But with recent (aka: today) tests I ran into some new errors: we're not allowed to call do-commands in valuators and stuff and not allowed to sleep in them either. I don't see where we are doing this yet and whether this is just an issue with nightly or also in 0.7.1.
Hopefully more on this today/tomorrow.
Hopefully more on this today/tomorrow.
Re: Rondje om de kerk (version 1.3 aka svn290)
Fanoiz has a way to do this in his library. You need to pass "this" to the valuators since they get run in another context and that's why you get those errors. I am not clear on how to do it, since my AI started after that restriction was in place.Maninthebox wrote:That was a known problem, which I fixed a while ago, but forgot to upload. But with recent (aka: today) tests I ran into some new errors: we're not allowed to call do-commands in valuators and stuff and not allowed to sleep in them either. I don't see where we are doing this yet and whether this is just an issue with nightly or also in 0.7.1.
Hopefully more on this today/tomorrow.
Re: Rondje om de kerk (version 1.3 aka svn290)
I can only wish you good luck on finding the places to fix. Having fixed three AIs for the DoCommand/Sleep restrictions, yet I can't point out a specific procedure other than adding lot of debug prints for finding out where to detail study the code. Commenting away all sleep calls and usage of valuators with do-commands and then add them back one at a time may also help.
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Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
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Re: [AI] Rondje om de kerk (current version: 308)
The problem didn't turn out to be in our code, but a minor bug in openttd. Thanks Yexo for the help in spotting and fixing the bug Now with a few other minor modifications (e.g.: we had to adopt to the fact we no longer get payed if we only kick out one passenger and sell the others together with the bus ) it's working in any nightly equal to or newer than r17500. Have fun playing with it!
Re: [AI] Rondje om de kerk (current version: 309)
I wanted to see how Rondje handles AIs like CluelessPlus which only transport passengers. And it turned out that they kept up with each other very good. Rondje got a little bit ahead in company value but by income they followed each other very closely. In addition I also included PAXLink in the game. It is not very good at getting of early and took quite a while before it took of and accidentally got enough money to buy its third aircraft and then took off (in the economy graphs). PAXLink then crashed in the beginning of 1982 (after 7 years) because of a bug that should only has existed in my development version of PAXLink. Still it managed to get the first place in income/profit and value graphs before year 10.
The game ran from 1975 to 1985. If it would have ran from 1950 to 1960 I would guess PAXLink would have got worse results since it doesn't handle the transition from small to big airports other than making sure not to land big airplanes on small airports.
Getting back to Rondje, it is not surprising that it doesn't do better compared to CluelessPlus since with passengers the benefit of only driving buses oneway is much smaller than with industries. It should have got a benefit in station rating because it used newer vehicles though and it seams to be quite good at balancing the flow of vehicles to the demand.
The game ran from 1975 to 1985. If it would have ran from 1950 to 1960 I would guess PAXLink would have got worse results since it doesn't handle the transition from small to big airports other than making sure not to land big airplanes on small airports.
Getting back to Rondje, it is not surprising that it doesn't do better compared to CluelessPlus since with passengers the benefit of only driving buses oneway is much smaller than with industries. It should have got a benefit in station rating because it used newer vehicles though and it seams to be quite good at balancing the flow of vehicles to the demand.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: [AI] Rondje om de kerk (current version: 309)
While being evil to Rondje I found this error. If you hit reload AI in the attached savegame the error occurs again, so that might help you if it is not just a typo in the code.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: [AI] Rondje om de kerk (current version: 309)
got this error after i started building a route hope it helps you guys, i love the idea of this kind of AI, but really not my thing.. plus i never use road
using version 7.3
using version 7.3
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Re: [AI] Rondje om de kerk (current version: 309)
I have the same error as exelsiar, also running OpenTTD version 7.3
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Re: [AI] Rondje om de kerk (current version: 311)
It's fixed in the latest version in bananas now. I was using aiSubsidy calls only available in trunk, but not in 0.7.3.
BTW: bananas does not allow 0.7.3 as minimum version yet, so the minimum is set to 0.7.2, which is known to not work with rondje.
BTW: bananas does not allow 0.7.3 as minimum version yet, so the minimum is set to 0.7.2, which is known to not work with rondje.
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Re: [AI] Rondje om de kerk (current version: 313)
New minor update: fix call to not existing function. Thanks to jeremybennett for finding the bug.
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Re: [AI] Rondje om de kerk (current version: 313)
I just run a test round with a few AIs. This AI performed outstandingly well - until it encountered an error and sold over half of its vehicles and depoted some others and since then runs on a deficit.
EDIT: re-loading the game the next day seemed to have failed fatally:
EDIT: re-loading the game the next day seemed to have failed fatally:
Code: Select all
dbg: [ai] [10] [S] Your script made an error: wrong number of parameters
dbg: [ai] [10] [S]
dbg: [ai] [10] [S]
dbg: [ai] The AI died unexpectedly.
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Re: [AI] Rondje om de kerk (current version: 313)
It appeared multiple times in debug window.
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: [AI] Rondje om de kerk (current version: 313)
...
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: [AI] Rondje om de kerk (current version: 313)
Hi. I think Rondje is stuck on Oil, it doesn't sell any vehicles, he has more than half of his vehicles stopped on their depots because of that Oil problem.
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Re: [AI] Rondje om de kerk (current version: 313)
A small comment dedicated to this AI as based from my (short) competitive run with a number of other AIs: you did very well, but with increasing game time, you loose ground on other more competitive AIs.
Best areas of improvements now seem to be from this brief test: station rating consideration / vehicle management need some tweaks. There are stations with dozens of people waiting to be transported - but all your bus station within that town are not visited by a single bus.
Attached a screenshot which compares this AI with the best AI (AIAI) and the best train-using AI (simpleAI)
All in all: kudos, you did a great job
Best areas of improvements now seem to be from this brief test: station rating consideration / vehicle management need some tweaks. There are stations with dozens of people waiting to be transported - but all your bus station within that town are not visited by a single bus.
Attached a screenshot which compares this AI with the best AI (AIAI) and the best train-using AI (simpleAI)
All in all: kudos, you did a great job
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
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Re: [AI] Rondje om de kerk (current version: 313)
Thanks for the feedback! It's quite usual to have unserviced bus stations, because it only builds vehicles for the most profitable routes. As you may recall, Rondje sells its vehicles on arrival, until it no longer has enough ticks to do so. In that case, you will see some busses going back and forth, but even then, it's likely they'll be on other routes.
I think you are correct about the length of the game. It won't keep up in longer games, because it takes too much time to keep rescanning the map. I'm afraid its glory days are over, now it has to compete with train and plane AIs. Still, we had a good run
Thanks for running the tournament, and especially for taking the time for feedback!
I think you are correct about the length of the game. It won't keep up in longer games, because it takes too much time to keep rescanning the map. I'm afraid its glory days are over, now it has to compete with train and plane AIs. Still, we had a good run
Thanks for running the tournament, and especially for taking the time for feedback!
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