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Re: AIAI

Posted: 30 Nov 2012 17:54
by Steffl
Hi,
I'm here to report another bug. AIAI version iota 14, Ottd 1.2.2
I think also it doesn't earn money so fast as previous versions but I don't watch it enough to tell you why I think so.

Looks like it is only a little bug. Have fun to fix it. :-)

Bigrederror.png
(188.23 KiB) Downloaded 17 times

Re: AIAI

Posted: 09 Dec 2012 01:00
by s_kitty
Suggestion:

If you already have a station very close by, do not build another one and just make the road slightly longer instead.
Saving the money by not building another station will outweigh saving a few tiles of distance.

In the attached picture, stations numbered 8, 9 and 14 all service the same thing and are all within 8 tiles of each other. IMO It should have connected everything to station 8. The drive time would not be too much different and the construction cost would be quite a bit less since road is A LOT cheaper than stations.

Re: AIAI

Posted: 09 Dec 2012 12:53
by Brumi
One should be careful when merging stations: station 14 is used to pick up food, the other two are unloading stations. If you merge all three, a deadlock may occur: the station is filled with food trucks waiting because there is no food at the station, and the other trucks cannot unload because the station is full.

Re: AIAI

Posted: 09 Dec 2012 18:28
by s_kitty
That is true. But those stations certainly do not look very crowded.

Also if the stations are used for unloading only, the time taken is much shorter so merging should be ok.

Re: AIAI

Posted: 21 Dec 2012 11:28
by Steffl
Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.

aiai.png
aiai.png (26.92 KiB) Viewed 3781 times

Re: AIAI

Posted: 04 Feb 2013 09:42
by PikkaBird
Steffl wrote:Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.
There was a post about this on reddit too. It appears to be caused by the AI being told by the GRF that it can't start the aircraft; in this case, because the destination airport is out of range, in the case on reddit because the AI decided to build a seaplane.

The range is hopefully something you can test for, the seaplanes on the other hand you might have to make a special case (grfID 44440a01, aircraft IDs 0x56 and 0x57). OpenTTD devs: this is a good example of where the buylist control callbacks which have been suggested (to deny certain players building certain vehicles) would be useful! :)

About AIAI AI (The AI is named AIAI)

Posted: 06 Feb 2013 17:21
by Oscar9999
This AI keeps crashing on me, I do not really know why, except it says that the next station is too far away.

If anyone wants to/can help, I'd appreciate it, The savegame and a screenshot is included.

Re: AIAI

Posted: 07 Feb 2013 10:37
by Arie-
Perhaps an issue with the range properties of the aircraft? Maybe the two airports are too far apart, a while ago a feature was introduced that allowed to set range limits on aircraft.

Re: AIAI

Posted: 07 Feb 2013 20:22
by Oscar9999
Arie- wrote:Perhaps an issue with the range properties of the aircraft? Maybe the two airports are too far apart, a while ago a feature was introduced that allowed to set range limits on aircraft.

I looked around a bit, I can't find any range property to modify.

Re: AIAI

Posted: 07 Feb 2013 20:33
by Alberth
Oscar9999 wrote:I looked around a bit, I can't find any range property to modify.
It is not your range to modify.

Aircraft NewGRFs got the option to set a maximum range they can fly until the next airport (before it was always "unlimited"). Some NewGRF author took that opportunity to add such a limit to their aircraft.
Obviously, this new limit also holds for AIs.

Re: AIAI

Posted: 12 Mar 2013 09:13
by Kogut
I am back!

As result of long inactivity, multiple system reinstalations and messy backuping I lost my work in progress - so I will probably restart work from current BaNaNaS version.

To avoid this problem in future and feel more professional I upgraded my source control from "lets post .tars to forum" to git - with repository at https://github.com/Bulwersator/AIAI

Bug reports may be now reported directly to bugtracker on github, in this topic or via mail.

Steffl wrote:Hi,
I'm here to report another bug. AIAI version iota 14, Ottd 1.2.2
I think also it doesn't earn money so fast as previous versions but I don't watch it enough to tell you why I think so.

Looks like it is only a little bug. Have fun to fix it. :-)

Bigrederror.png
Thanks for report - copied to https://github.com/Bulwersator/AIAI/issues/3
s_kitty wrote:Suggestion:

If you already have a station very close by, do not build another one and just make the road slightly longer instead.
Saving the money by not building another station will outweigh saving a few tiles of distance.

In the attached picture, stations numbered 8, 9 and 14 all service the same thing and are all within 8 tiles of each other. IMO It should have connected everything to station 8. The drive time would not be too much different and the construction cost would be quite a bit less since road is A LOT cheaper than stations.

AIAI services one cargo per station to keep things sane and I doubt that it will be changed in this century.
Steffl wrote:Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.

aiai.png
Thanks for report - copied to https://github.com/Bulwersator/AIAI/issues/4
Oscar9999 wrote:This AI keeps crashing on me, I do not really know why, except it says that the next station is too far away.

If anyone wants to/can help, I'd appreciate it, The savegame and a screenshot is included.
Thanks for report - copied to https://github.com/Bulwersator/AIAI/issues/5
PikkaBird wrote:
Steffl wrote:Hi Kogut,
here is another error. Your AI found something to complain about...
I hope screenshot is enough, autosave was already overwritten.
There was a post about this on reddit too. It appears to be caused by the AI being told by the GRF that it can't start the aircraft; in this case, because the destination airport is out of range, in the case on reddit because the AI decided to build a seaplane.

The range is hopefully something you can test for, the seaplanes on the other hand you might have to make a special case (grfID 44440a01, aircraft IDs 0x56 and 0x57). OpenTTD devs: this is a good example of where the buylist control callbacks which have been suggested (to deny certain players building certain vehicles) would be useful! :)
Weird, I am unable to find this reddit post. Well, I will try to enable seaplane newgrf and see what happens. Tracked as https://github.com/Bulwersator/AIAI/issues/6

Re: AIAI

Posted: 12 Mar 2013 09:25
by PikkaBird
Kogut wrote:Weird, I am unable to find this reddit post. Well, I will try to enable seaplane newgrf and see what happens. Tracked as https://github.com/Bulwersator/AIAI/issues/6
FWIW, the latest version of Av8 removes the seaplanes from the buylist altogether if the parameter to use them is not selected, rather than allowing them to be built but not started. You will still have the problem with out-of-range orders.

Re: AIAI

Posted: 04 Apr 2013 20:05
by Samu
Hey all. I'm back to this game again. Got bored of all other games. Decided to go AI versus AI.

First report in a long time goes to AIAI.

the index 'Count' does not exist

Re: AIAI

Posted: 12 Apr 2013 20:44
by Samu
another crash found

division by zero

Using AIAI v87. Not sure what it was trying to do.

Re: AIAI

Posted: 13 Apr 2013 17:56
by Gankenstein
AIAI crash: AIRCRAFT_DEST_TOO_FAR followed by division by zero. It appears to be AIAI's first airplane.
AIAI (v87).

Re: AIAI

Posted: 27 Apr 2013 21:12
by jogi
Hi there

I just started playing this game, and during my first tries playing with AI opponents, I encountered a bug,hich segfaults the programm. I have put a savefile in the attachment, after a few seconds in high speed mode, it will crash. I don't know why exactly, but it oobviously causes a Segfault.

How can you make such detailed reports like in the post above? I'm a bit interested in what's going on behind the scenes and I'm not afraid of looking at the code, so do you have any pointers for me?

jogi

Re: AIAI

Posted: 28 Apr 2013 10:21
by Brumi
It does not crash for me even after 10 years if I load your savegame.
In your case it was OpenTTD itself which crashed, not AIAI, OpenTTD crashes can be reported at bugs.openttd.org (make sure to include your crash.dmp file in the report).
If the AI crashes and not OpenTTD, you will get a similar window as Gankenstein. In that case simply take a screenshot of that window (Ctrl+S).

Re: AIAI

Posted: 28 Apr 2013 16:35
by jogi
Thanks for the clarification. I know, it had clearly to do something with the AI, because whenever I played from this point in the game, a few seceonds later on high speed, it crashed, but when I stopped the AI, it didn't.

However, I have now upgraded to Ubuntu 13.04 and now the crash has disappeared. I guess, there was a new Version in the repositories.

jogi

Re: AIAI

Posted: 09 May 2013 17:00
by planetmaker
Likely this has been reported before... AIAI was doing quite well and then sadly died:

Code: Select all

dbg: [script] [2] [S] Your script made an error: the index 'Count' does not exist
dbg: [script] [2] [S] 
dbg: [script] [2] [S] *FUNCTION [ValuateConsumer()] aiai-iota14/Builder.nut line [31]
dbg: [script] [2] [S] *FUNCTION [FindPairDeepWrapped()] aiai-iota14/findpair.nut line [65]
dbg: [script] [2] [S] *FUNCTION [Go()] aiai-iota14/ROAD/TruckRoadBuilder.nut line [45]
dbg: [script] [2] [S] *FUNCTION [TryEverything()] aiai-iota14/main.nut line [124]
dbg: [script] [2] [S] *FUNCTION [Start()] aiai-iota14/main.nut line [59]
dbg: [script] [2] [S] 
dbg: [script] [2] [S] [score] 0
dbg: [script] [2] [S] [cargo] 9
dbg: [script] [2] [S] [ID] 69
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [base] 0
dbg: [script] [2] [S] [industry_list_accepting_current_cargo] INSTANCE
dbg: [script] [2] [S] [cargo_list] INSTANCE
dbg: [script] [2] [S] [new] 0
dbg: [script] [2] [S] [best] 2419200
dbg: [script] [2] [S] [choise] INSTANCE
dbg: [script] [2] [S] [industry_list] INSTANCE
dbg: [script] [2] [S] [FindEngine] CLOSURE
dbg: [script] [2] [S] [ToCityStationAllocator] CLOSURE
dbg: [script] [2] [S] [GetNiceTownForMe] CLOSURE
dbg: [script] [2] [S] [DualIndustryStationAllocator] CLOSURE
dbg: [script] [2] [S] [distanceBetweenIndustriesValuator] CLOSURE
dbg: [script] [2] [S] [ValuateConsumer] CLOSURE
dbg: [script] [2] [S] [IsConsumerOK] CLOSURE
dbg: [script] [2] [S] [ValuateProducer] CLOSURE
dbg: [script] [2] [S] [IsConnectedIndustry] CLOSURE
dbg: [script] [2] [S] [IsProducerOK] CLOSURE
dbg: [script] [2] [S] [GetIndustryList] CLOSURE
dbg: [script] [2] [S] [traska] INSTANCE
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [i] 0
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [i] 3
dbg: [script] [2] [S] [builders] ARRAY
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [builders] ARRAY
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] The script died unexpectedly.

Re: AIAI

Posted: 02 Jun 2013 14:54
by Phrossi_TTD
i had both bugs happen.
but the division by zero bug happened when the ai was building an RV.
screen below.