AIAI

Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.

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Zuu
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Re: AIAI

Post by Zuu »

Unless you have added a new setting or renamed the existing setting, existing savegames with airports enabled will still have airports enabled.

So if you have 1.2.1 and an existing savegame created with an older version of AIAI, you need to manually ensure that airports/airplanes are turned off for AIAI.
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Re: AIAI

Post by Kogut »

Zuu wrote:Unless you have added a new setting or renamed the existing setting, existing savegames with airports enabled will still have airports enabled.

So if you have 1.2.1 and an existing savegame created with an older version of AIAI, you need to manually ensure that airports/airplanes are turned off for AIAI.
Uh-oh. Thanks for the info.
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Re: AIAI

Post by Kogut »

Kogut wrote:
Zuu wrote:Unless you have added a new setting or renamed the existing setting, existing savegames with airports enabled will still have airports enabled.

So if you have 1.2.1 and an existing savegame created with an older version of AIAI, you need to manually ensure that airports/airplanes are turned off for AIAI.
Uh-oh. Thanks for the info.
Fixed, thanks, new version available on bananas.
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Re: AIAI

Post by bokkie »

Error! Can I do more to help you next to posting the screenshot?
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Re: AIAI

Post by Shadowism »

As asked, here it is, a print from a bug.

Thank you for your AI!
Good luck solving it's problem. :D
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MAG101
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Re: AIAI

Post by MAG101 »

AI Crash I got a crash right after loaded a game, Theres a savegame where AI crash


Seoundy any wip feature planned or inproved
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Re: AIAI

Post by Kogut »

Fixed, thanks for reports!

NOTE: Thanks to inability to include Pathfinder.Road v3 as required file on BaNaNaS fixing BaNaNaS version is delayed till I discover what happened in v4.
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Re: AIAI

Post by Zuu »

Did you buy TrueBrain some cookies to set SuperLib 24 as dependency at bananas? If not, I would suggest using the same library version in your AI as you use as dependency on BaNaNaS. This also holds for the road path finder where you use version 3 while the last version on bananas is version 4.

When updating to RPF 4 you might want to refer to this thread:
RPF (Road path finder) Updates - Version 4
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Re: AIAI

Post by Kogut »

Superlib is not a problem, nothing is supposed to be broken but RoadPathfinder change is rather fun as I am not sure what happened.
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Re: AIAI

Post by Zuu »

Did you read my post in that RPF thread? If so, please write there what you didn't understand. I made my best to explain the changes, but if its still unclear, please give me a hint on what needs more clarification.
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Re: AIAI

Post by Kogut »

OK, this version seems to work. I really hope that only code using that uses _Cost function needs to be changed.

Upgraded to Superlib v26 (nothing changed)
Upgraded to RoadPathFinder v4 (I hope that only this fix was required)

Uploaded to BaNaNaS as it fixes serious bug and it is now possible to enable planes.

EDIT: It seems that it also includes a bit more - according to my notes:

[feature] better autoreplacing
[fix] handle rare problem (engine expired during route construction) rather than crash AI
[fix] road vehicles were not added to station despite huge amounts of waiting cargo
[change] better description of options, better debug options
[feature] smarter (I hope) rail depot construction
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Re: AIAI

Post by Kogut »

[change] beter money menagement (train before passing lanes)
[change] wait for money during construction of passing lanes rather than immediately abandon project
[fix] request money before cloning RV
[change] handle economy.infrastructure_maintenance - by disabling aircrafts if this is set to true, as currently AI is unable to make sure that airplanes will get profitable
[fix] creating impossible aircraft connections (with limited range aircrafts)
[savegame combatibility] MinVersionToLoad bumped

Known bug: vehicles suddenly getting invalid (happens around once in 900 in-game years). Nothing new, I am trying to find how this happens for years.
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Re: AIAI

Post by Kogut »

[fix] fix attempting to clone first vehicle from the empty list
[fix] copy-paste failure

Known bugs:

vehicles suddenly getting invalid (happens around once in 900 in-game years). Nothing new, I am trying to find how this happens for years.
creating impossible aircraft connections (with limited range aircrafts) (found yet another case of this)
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Re: AIAI

Post by Kogut »

[fix] fix attempting to clone first vehicle from the empty list
[fix] copy-paste failure
[fix] train refuses to be sold, goes mad

Known bug: vehicle suddenly getting invalid in the middle of function (happens around once in 1000 in-game years). Nothing new, I am trying to find how this happens for years.
Known bug: creating impossible routes for aircrafts with a maximum range

Won't fix bug: With enabled infrastructure maintenance costs even mature company may go bankrupt. Due to missing functions in NoAI API there is no sane way to prevent this (see http://www.tt-forums.net/viewtopic.php? ... 3#p1049303)
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Re: AIAI

Post by Kogut »

[fixed] With enabled infrastructure maintenance costs even mature company may go bankrupt.
[fixed] Self crossing, deadlocking train routes
[fixed] Pointless train replacing due to loading and newgrf enforced restrictions
[fixed] Creating impossible routes for aircrafts with a maximum range
[update] Code copied from AdmiralAI (RailBuilder::BuildDepot) copied again, updated to modern API
[disabled] Cargo planes are disabled
[change] Gmund Mog mania is finally ended, speed is no longer the only factor in selecting faster vehicles
[change] Smarter choosing of train length (with passengers/mail and other nonfreight)
[change] Supposedly smarter selecting of destinations

Known bug: vehicle suddenly getting invalid in the middle of function (happens around once in 1000 in-game years).

Known problem: Aircrafts are disabled with enabled economy.infrastructure_maintenance

This is a release candidate.

EDIT: Uploaded to BaNaNaS
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krinn
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Re: AIAI

Post by krinn »

here's a log, aiaiv18 crash openttd (something with aircraft planning route)
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Re: AIAI

Post by Kogut »

1) It is a full OpenTTD crash what AI should not be able to do (so it is problem in OpenTTD, not my AI)
2) In this game Newgrf were changed during game, so crashes and other problems should not be reported (see big red warning - http://wiki.openttd.org/images/a/a6/Newgrf_warning.png )
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Re: AIAI

Post by Lord Aro »

Kogut wrote:2) In this game Newgrf were changed during game, so crashes and other problems should not be reported (see big red warning - http://wiki.openttd.org/images/a/a6/Newgrf_warning.png )
Actually, i don't think they were
The GRFs you see in the log are the ones added at startup, not added/changed during game...
AroAI - A really feeble attempt at an AI

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Re: AIAI

Post by Kogut »

:oops:

BTW, you play on 1.2.1 OpenTTD - at least one bug where AI was able to crash openTTD was fixed in 1.2.2, so I recommend to update your game.

If problem persists in recent version - please report crash on http://bugs.openttd.org/
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Re: AIAI

Post by Ric_ »

Posting savegame and screenshot after AIAI crash.

Great achievement nonetheless!

Ric
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