MogulAI
Moderator: OpenTTD Developers
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- Engineer
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- Joined: 19 Apr 2009 11:50
MogulAI
Today i introducing first public version of my AI named so humble "MogulAI".
This AI uses only trucks, trying to grow as fast as it can (sometimes it reaches RV's limit in 5 years).
Using industry-industry truck routes.
Save/load implemented.
Bank balance monitoring and managment implemented.
Routes, stations and vehicles count managment implemented.
Upgrading vehicles implemented.
Tested with FIRS, eGRVTS.
Here is example of network it built in 4.5 years: Available at BaNaNaS also.
Waiting for your feedback.
edit for b5892:
Little update with fix of road vehicle's "memory effect".
edit for b5898:
- better behavior when coming close to RVs limit;
- use built-in replace functions;
- fixed bug of calculating starting count of vehicles for route;
- some minor tweaks.
edit for b5900:
- fixed load-game bug.
This AI uses only trucks, trying to grow as fast as it can (sometimes it reaches RV's limit in 5 years).
Using industry-industry truck routes.
Save/load implemented.
Bank balance monitoring and managment implemented.
Routes, stations and vehicles count managment implemented.
Upgrading vehicles implemented.
Tested with FIRS, eGRVTS.
Here is example of network it built in 4.5 years: Available at BaNaNaS also.
Waiting for your feedback.
edit for b5892:
Little update with fix of road vehicle's "memory effect".
edit for b5898:
- better behavior when coming close to RVs limit;
- use built-in replace functions;
- fixed bug of calculating starting count of vehicles for route;
- some minor tweaks.
edit for b5900:
- fixed load-game bug.
Last edited by Dezmond_snz on 10 Oct 2010 14:24, edited 13 times in total.
Russia
Re: MogulAI
I look forward to 7.3
Welcome to the AI community. Hope you'll stick around
Welcome to the AI community. Hope you'll stick around
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- Engineer
- Posts: 58
- Joined: 19 Apr 2009 11:50
Re: MogulAI
Uploaded new build 5373 of AI that now should work with 0.7.2.
Made check of OTTD version and using NoAI features depending on revision.
Made check of OTTD version and using NoAI features depending on revision.
Russia
Re: MogulAI
You should think about the distance your trucks go to produce income, because 30-40 tiles results in 1-2k income. It's fine though, I like it for a first release.
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- Engineer
- Posts: 58
- Joined: 19 Apr 2009 11:50
Re: MogulAI
Actualy, AI checks distance when looking for possible service and minimum distance is 70 tiles.Wold wrote:You should think about the distance your trucks go to produce income, because 30-40 tiles results in 1-2k income. It's fine though, I like it for a first release.
Build 5390 at first post.
Upgrade vehicles implemented. Now it'll check available engines for better ones.
Russia
Re: MogulAI
Just gave Mogul (5373) a run on 0.7.2
Very slick - quick to find and build routes and populates them very well.
A couple of slight hiccups, it connected an unserviced steel mill to a factory and shipped grain to one factory and livestock to another from the same farm.
Can't wait to see how this AI progresses - should prove to be quite a challenge, even for veteran players
Very slick - quick to find and build routes and populates them very well.
A couple of slight hiccups, it connected an unserviced steel mill to a factory and shipped grain to one factory and livestock to another from the same farm.
Can't wait to see how this AI progresses - should prove to be quite a challenge, even for veteran players
Re: MogulAI
Well there's something wrong with that checkDezmond_snz wrote:Actualy, AI checks distance when looking for possible service and minimum distance is 70 tiles.Wold wrote:You should think about the distance your trucks go to produce income, because 30-40 tiles results in 1-2k income. It's fine though, I like it for a first release.
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- Engineer
- Posts: 58
- Joined: 19 Apr 2009 11:50
Re: MogulAI
Hmm... Interesting. I'll have a look.Wold wrote:Well there's something wrong with that check
Got it. There was another place with check, so 40 tiles was possible. Much thanks. In next build posted here it'll be fixed. (Hope post will be soon)
That's very strange. Provide screenshot next time, please.Xander wrote:Just gave Mogul (5373) a run on 0.7.2
Very slick - quick to find and build routes and populates them very well.
A couple of slight hiccups, it connected an unserviced steel mill to a factory and shipped grain to one factory and livestock to another from the same farm.
Can't wait to see how this AI progresses - should prove to be quite a challenge, even for veteran players
Russia
Re: MogulAI
Just gave it another run and I'm going to voice a slight concern I had last time but didn't mention:
Mogul is too good
In 3 years it had made not only cleared its loan but was sitting on over £1.5 million . Seriously - that's frighteningly good.
Congrats - you've made a god level AI
Mogul is too good
In 3 years it had made not only cleared its loan but was sitting on over £1.5 million . Seriously - that's frighteningly good.
Congrats - you've made a god level AI
Re: MogulAI
Just to be sure --- it plays the same way as everyone else, no rating boosts or free terraforming like the original AI? If so, that sound beautiful! I'll be sure to test it. Speaking of which, I still expect it to eventually implode into itself as the general AI road congestion puts a brake on its road vehicles.
Re: MogulAI
None of then new AIs can do this. The only thing they can do which humans can't is build adjacent stations as new stations.KIDS wrote:Just to be sure --- it plays the same way as everyone else, no rating boosts or free terraforming like the original AI? If so, that sound beautiful! I'll be sure to test it. Speaking of which, I still expect it to eventually implode into itself as the general AI road congestion puts a brake on its road vehicles.
Re: MogulAI
Human players can do that too, just press ctrl while building the station.Xander wrote:The only thing they can do which humans can't is build adjacent stations as new stations.
Re: MogulAI
i must congratulate you - GREAT AI
i found this bug:
EDIT: it deleted it but only after a year or two
i found this bug:
EDIT: it deleted it but only after a year or two
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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
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- Engineer
- Posts: 58
- Joined: 19 Apr 2009 11:50
Re: MogulAI
Thanks for so good opinions. Thanks very much.
I'll add check in middle of building to detect such scenarios in future.
Thanks for report.
Now working on implementing routes from non-raw industries. Coming soon...
Well, it's not exactly a bug, i think, 'cuz there was good industry when he began build route. Such delay in removing this route conditioned by that AI was busy with some other work.Lord Aro wrote:...
i found this bug:
EDIT: it deleted it but only after a year or two
I'll add check in middle of building to detect such scenarios in future.
Thanks for report.
Now working on implementing routes from non-raw industries. Coming soon...
Russia
Re: MogulAI
Very impressive AI in the space of 9 years it has spawned over 500 road vehicles and currently leads the leaderboard. Don't know if anyone else has this problem but every 2nd time I load the game its AI crashes and stops building
Due to the recession the light at the end of the tunnel has been switched off
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- Engineer
- Posts: 58
- Joined: 19 Apr 2009 11:50
Re: MogulAI
Well, that my "soon" become a bit longer than soon.Dezmond_snz wrote:Now working on implementing routes from non-raw industries. Coming soon...
Finally i have reason to dig my topic up and present new version of MogulAI.
I made very many changes to strategy and microplaying of AI so now it must be more stable for longer game period.
Some of main changes i can remember:
- new totally custom pathfinder with reserved more traditional one;
- can handle any of industry-to-industry routes (i'm too lazy to implement town as destination or source );
- much better vehicles count managment for routes;
- extending stations for more vehicles;
- build statues in towns;
- a bit of terraforming for station and depot placing;
- "damn authority manager" - brings peaсe in intercourses with local authorities
- queue detector and negative profit detector;
- something more... forgot already.
New version and same comments in first post.
Now i should learn how to upload it to bananas...
/me gone to grab some coffee
Russia
Re: MogulAI
What a awesome bump! I must check how MagulAI is working!
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
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- Engineer
- Posts: 58
- Joined: 19 Apr 2009 11:50
Re: MogulAI
Ok, now MogulAI available at BaNaNaS.
I cannot find bugs in it anymore and that's scared me a bit.
Help me to find them, please.
I cannot find bugs in it anymore and that's scared me a bit.
Help me to find them, please.
Russia
Re: MogulAI
OK (1.02)
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Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: MogulAI
also, something of interest...
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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
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