ChooChoo, a train network AI
Moderator: OpenTTD Developers
Re: ChooChoo, a train network AI
And isn't the second one just a crossing where it removed the sideways? Or does it build different stuff then? n_n
Re: ChooChoo, a train network AI
Playing a game with this AI, I found that it will construct trains longer than it's stations, and that trains will trap themselves as a result.
Can't show you any pics though.
Can't show you any pics though.
Re: ChooChoo, a train network AI
I don't have a screenshot but my AI once did this with a railway line.
|______
______|
|_____
_____|
|
|______
______|
|_____
_____|
|
Re: ChooChoo, a train network AI
Something went wrong in the screenshot Don't know what, fast-forwarded a game for 40 years. Also, it didn't sell the train in the lower right after years of losing money. Too bad your AI didn't really perform well in this map, maybe because of the hilly terrain and high sea level. Other than that it seems like a fine AI, good luck developing!
- Attachments
-
- Unnamed, 1992-04-06.png
- (297.38 KiB) Downloaded 98 times
Re: ChooChoo, a train network AI
While updating the head post on common tags in use I noticed that for ChooChoo you have forgot to put a comma between the two tags that you have given.
So instead of specifying the two tags "train" and "save/load" you have created a new tag "train save/load". When users search for more than one tag you can probably see that this will become a problem.
So instead of specifying the two tags "train" and "save/load" you have created a new tag "train save/load". When users search for more than one tag you can probably see that this will become a problem.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: ChooChoo, a train network AI
It is, but it should have flipped or removed (depending on version) the exit signal to allow trains to pass once it connects the crossing to its destination.Eliandor wrote:And isn't the second one just a crossing where it removed the sideways? Or does it build different stuff then? n_n
Ah, I thought they were whitespace separated. I'll go fix that right awayZuu wrote:While updating the head post on common tags in use I noticed that for ChooChoo you have forgot to put a comma between the two tags that you have given.
So instead of specifying the two tags "train" and "save/load" you have created a new tag "train save/load". When users search for more than one tag you can probably see that this will become a problem.
Re: ChooChoo, a train network AI
I clicked the "X" in that window in the screenshot brainwashed by it that I was playing OpenTTD!
Re: ChooChoo, a train network AI
Does ChooChoo support newgrf's? Cause, mine keeps crashing right when it puts down its stations and depots. Build on town owned roads is on, max station spread is 50, and it has plenty of loan left always. Seems to me it doesn't know it can't build 20 tile bridges due to a grf.
- Attachments
-
- InterDest Transport, 01-01-1891.png
- (68.6 KiB) Downloaded 71 times
-
- InterDest Transport, 25-12-1890.png
- (65.52 KiB) Downloaded 65 times
Re: ChooChoo, a train network AI
That's not a crash, that's the display of a try() - catch()-sequence. It just continues to try and build stuff.Vemarkis wrote:Does ChooChoo support newgrf's? Cause, mine keeps crashing right when it puts down its stations and depots. Build on town owned roads is on, max station spread is 50, and it has plenty of loan left always. Seems to me it doesn't know it can't build 20 tile bridges due to a grf.
Re: ChooChoo, a train network AI
It did crash, I got a popup for it..the log ends with "datehere: unexpected error".
Re: ChooChoo, a train network AI
that really doesn't helpVemarkis wrote:It did crash, I got a popup for it..the log ends with "datehere: unexpected error".
the AI author needs the whole debug screen
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
Re: ChooChoo, a train network AI
I gave the whole debug screen in the 2 screenshots above.
Re: ChooChoo, a train network AI
then why did you post again?
AroAI - A really feeble attempt at an AI
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: ChooChoo, a train network AI
Why don't you read the thread in sequence and postings entirely. It might answer your questionLord Aro wrote:then why did you post again?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: ChooChoo, a train network AI
Trains in ChooChoo almost never use "full load" (Except first train).
It result in very unprofitable trains.
Trains can do sth like it:
station A - unload + full load
station A - unload + load available
It result in very unprofitable trains.
Trains can do sth like it:
station A - unload + full load
station A - unload + load available
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: ChooChoo, a train network AI
Thanks for the bug reports, guys! There are grfs that limit bridge length, too? No, it doesn't support that, and it's probably not going to. At some point, you're just not playing the same game anymore
Edit: "I'm trying" -> "I'm not trying"
True, but full load can result in trains staying in a station for months, clogging up the lines, which is also bad. Also, I'm not trying to maximize income. As long as it makes enough money to stay alive and expand, it's doing fine.Kogut wrote:Trains in ChooChoo almost never use "full load" (Except first train).
It result in very unprofitable trains.
Close - that one is actually fatal I've set the maximum bridge length to 20 and apparently it discovered there's no bridges available that can actually support that length.Eliandor wrote:That's not a crash, that's the display of a try() - catch()-sequence. It just continues to try and build stuff.
Edit: "I'm trying" -> "I'm not trying"
Last edited by Michiel on 16 Jun 2010 09:06, edited 1 time in total.
Re: ChooChoo, a train network AI
Still, your AI fails on building paths now and then but since I don't have a clear idea of when it happens... .Michiel wrote:Cool I'm just using the library pathfinder though, but it can use some debugging aids in the form of signs showing what it's doing, that's for sure.
Dustin, sorry for hijacking your thread
Re: ChooChoo, a train network AI
Can you not make it a variable the user can change? Denver & Rio Grande has a setting for that, I think it would solve the issue completely.Michiel wrote:Thanks for the bug reports, guys! There are grfs that limit bridge length, too? No, it doesn't support that, and it's probably not going to. At some point, you're just not playing the same game anymore
Close - that one is actually fatal I've set the maximum bridge length to 20 and apparently it discovered there's no bridges available that can actually support that length.
Re: ChooChoo, a train network AI
<Hijack>Wow, I didn't realize that setting would actually be useful for anything.</Hijack>Vemarkis wrote:Can you not make it a variable the user can change? Denver & Rio Grande has a setting for that, I think it would solve the issue completely.Michiel wrote:Thanks for the bug reports, guys! There are grfs that limit bridge length, too? No, it doesn't support that, and it's probably not going to. At some point, you're just not playing the same game anymore
Close - that one is actually fatal I've set the maximum bridge length to 20 and apparently it discovered there's no bridges available that can actually support that length.
Re: ChooChoo, a train network AI
Me neither But it's not the pathfinder (I've checked), it's my own code. At the moment, it's "in the shop" and even more broken, so I'm some time away from the next release.Eliandor wrote:Still, your AI fails on building paths now and then but since I don't have a clear idea of when it happens... .
That's a great idea. Planned user settings so far:Vemarkis wrote:Can you not make [maximum bridge length] a variable the user can change? Denver & Rio Grande has a setting for that, I think it would solve the issue completely.
- max. bridge length
- number of bootstrap lines to build
- enable/disable debugging signs
- spending habits, like D&RG's "fiscal restraint"
Argh! Retaliatory thread hijack!Dustin wrote:<Hijack>Wow, I didn't realize that setting would actually be useful for anything.</Hijack>
Who is online
Users browsing this forum: No registered users and 33 guests