AIAI
Moderator: OpenTTD Developers
Re: AIAI
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.
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.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: AIAI
Uh-oh. Thanks for the info.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.
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
Fixed, thanks, new version available on bananas.Kogut wrote:Uh-oh. Thanks for the info.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.
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
As asked, here it is, a print from a bug.
Thank you for your AI!
Good luck solving it's problem.
Thank you for your AI!
Good luck solving it's problem.
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- Sem título.png
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Re: AIAI
AI Crash I got a crash right after loaded a game, Theres a savegame where AI crash
Seoundy any wip feature planned or inproved
Seoundy any wip feature planned or inproved
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- Rarnpool-Tarningworth Railway, 31st Oct 1993.sav
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Re: AIAI
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.
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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Last edited by Kogut on 01 Oct 2012 20:30, edited 1 time in total.
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
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
When updating to RPF 4 you might want to refer to this thread:
RPF (Road path finder) Updates - Version 4
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: AIAI
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.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
Re: AIAI
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
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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- AIAI-iota10.tar
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
[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.
[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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- AIAI-iota11.tar
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
[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)
[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)
- Attachments
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- AIAI-iota12.tar
- (299.5 KiB) Downloaded 181 times
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
[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)
[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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- AIAI-iota13.tar
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
[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
[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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- AIAI-iota14.tar
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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
here's a log, aiaiv18 crash openttd (something with aircraft planning route)
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- ttdlog.txt
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Re: AIAI
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 )
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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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
Actually, i don't think they wereKogut 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 )
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
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: AIAI
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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AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AIAI
Posting savegame and screenshot after AIAI crash.
Great achievement nonetheless!
Ric
Great achievement nonetheless!
Ric
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- NewCo, 22-12-1958.png
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