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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planetmaker
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Re: AIAI

Post by planetmaker » 02 Jun 2013 15:04

AIAI v87 (from GUI, though it calls itself iota14 in its output) seems to not know about aircraft range:

Code: Select all

dbg: [script] [2] [S] Your script made an error: division by zero
dbg: [script] [2] [S] 
dbg: [script] [2] [S] *FUNCTION [abort()] aiai-iota14/UTIL/debug.nut line [40]
dbg: [script] [2] [S] *FUNCTION [HandleEvents()] aiai-iota14/main.nut line [366]
dbg: [script] [2] [S] *FUNCTION [Maintenance()] aiai-iota14/main.nut line [314]
dbg: [script] [2] [S] *FUNCTION [Start()] aiai-iota14/main.nut line [51]
dbg: [script] [2] [S] 
dbg: [script] [2] [S] [tesmode] false
dbg: [script] [2] [S] [message] "AIRCRAFT_DEST_TOO_FAR 322 322 Aircraft 17"
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [airplane_id] 322
dbg: [script] [2] [S] [order_event] INSTANCE
dbg: [script] [2] [S] [ev_type] 23
dbg: [script] [2] [S] [event] INSTANCE
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [this] INSTANCE
dbg: [script] [2] [S] [need] 130000
dbg: [script] [2] [S] [builders] ARRAY
dbg: [script] [2] [S] [this] INSTANCE
Attachments
ogfx-landscape.tar.zip
possibly needed newgrf. Another version might do
(2.35 MiB) Downloaded 95 times
aiai_crash.sav
savegame
(375.7 KiB) Downloaded 87 times

Kogut
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Re: AIAI

Post by Kogut » 06 Jul 2013 05:32

Coding restarted!
planetmaker wrote:Likely this has been reported before... AIAI was doing quite well and then sadly died:
Thanks for the save! Also - thanks to all bug reporters.

"Count does not exist" is now fixed, it was caused by industry closed during processing list of possible candidates.
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AIAI - AI for OpenTTD

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Re: AIAI

Post by Kogut » 06 Jul 2013 17:25

Samu wrote:another crash found

division by zero

Using AIAI v87. Not sure what it was trying to do.
Sorry - this one was caused by AIAI not refusing to be loaded in game with incompatible version.
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Re: AIAI

Post by Kogut » 08 Jul 2013 07:06

BaNaNaS contains new version (iota89) - with bugfixes, tweaks and better NewGrf support (NUTS trainset is now handled properly).

Thanks to everybody who helped by reporting bugs!

known problems: https://github.com/Bulwersator/AIAI/issues?state=open
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Re: AIAI

Post by Wormnest » 14 Jul 2013 19:19

AIAI v 89 crashes with Count does not exist.
Attachments
Unnamed, 1st Nov 2007#1.png
AIAI crash screenshot
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Re: AIAI

Post by Kogut » 14 Jul 2013 20:06

Wormnest wrote:AIAI v 89 crashes with Count does not exist.
Thanks for report - I thought that it is fixed. Can you post savegame? I have no idea what happens here, it seems to be case of weird NewGrf or my misinterpretation of API documentation. And with savegame I may check what is happening with industry number 2065.
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Re: AIAI

Post by Wormnest » 15 Jul 2013 12:22

Kogut wrote:Can you post savegame?
I'm sorry the savegame is too big for the forum.

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Re: AIAI

Post by Kogut » 16 Jul 2013 07:45

New version (iota90) is available. It includes bugfixes, tweaks and refactoring (hopefully unnoticeable for players).

Anyone that encounter this .Count() - crash: please report it (report with savegame would be even more helpful).
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Re: AIAI

Post by Wormnest » 16 Jul 2013 10:31

In a new AI test game AIAI Assertion failed with v90.
Attachments
AIAI crash, 1st Feb 2003.sav
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Unnamed, 1st Feb 2003.png
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Re: AIAI

Post by Kogut » 16 Jul 2013 11:02

Can you provide also dtnames.grf? File is unavailable on BaNaNaS, http://grfcrawler.tt-forums.net/index.p ... q=36347476 is a dead link and version on http://www.tt-forums.net/viewtopic.php?f=67&t=51962 have different ID.

Thanks for the report!
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AIAI - AI for OpenTTD

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Re: AIAI

Post by Kogut » 16 Jul 2013 11:15

I published new version (it may collect more information about this crash).
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Re: AIAI

Post by Wormnest » 16 Jul 2013 12:02

Kogut wrote:Can you provide also dtnames.grf?
I hope I am allowed to post it here but since it's gpl it shouldn't be a problem I think so here it is.
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Dutch_Town_Names-2.tar
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Re: AIAI

Post by Kogut » 16 Jul 2013 13:00

It is newgrf with id 44544E32. This save wants one with 36347476 (information from load menu). Can you try to find the one used in this game?

Why some authors prefer to not upload their work to BaNaNaS? This situation would be so easier, search would require around 3 second (by one person), not around 30 minutes (by two people).
Attachments
Bez tytułu.png
Bez tytułu.png (37.67 KiB) Viewed 3588 times
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Re: AIAI

Post by Steffl » 16 Jul 2013 15:08

Hi Kogut,
I found a bug in AIAI iota 89.
The savegame is before the bug occurs and it was made a nightly (version r25522).
I didn't watch what your AI did, but the profit of it was good until it crashed.


And as I waited to upload the savegame above I found another bug.
This time in version iota 91.
Look at screenshot Nr. 2.
OpenTTD version was 1.3.1. You use a API-function which is too new for 1.3.x versions.

Someone posted a very clever piece of code how you can check if a function is available.

I think it was if(HasCargoRating in AIStation){....

In older versions AIStation.GetCargoRating returns the value 69 when there this station has no rating for this cargo type.
You can try if this works:

Code: Select all

if((HasCargoRating in AIStation&&!AIStation.HasCargoRating(station,cargo))||
(!HasCargoRating in AIStation&&AIStation.GetCargoRating(station,cargo)==69&&AIStation.GetCargoWaiting(station,cargo)<1)){
Attachments
AIAIv89bug.png
(24.8 KiB) Downloaded 3 times
Unbenannt, 24. Sep 1957.sav
first crash
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Unbenannt, 12. Apr 1942.png
second crash
(37.1 KiB) Downloaded 3 times

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Re: AIAI

Post by Kogut » 16 Jul 2013 15:28

I published version iota92 without too new NoAI API calls. Thanks for reports!

EDIT: It seems that first one happened because AIAI unexpectedly was in test mode.

EDIT2: And iota93, finally something crashed in my test.
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Re: AIAI

Post by Wormnest » 16 Jul 2013 18:23

Found it in the data folder.
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dtnames.grf
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Re: AIAI

Post by Kogut » 17 Jul 2013 09:14

Wormnest wrote:Found it in the data folder.
Thanks! This crash and one reported by Steffl (in v89) are fixed in iota94. Thanks again for reports!
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Re: AIAI

Post by mart3p » 17 Jul 2013 15:20

Using AIAI iota94 with the latest development version or ISR (r221), I noticed that AIAI always builds the same type of station (the type intended for the source) for both source and destination. ISR r221 should be available for download from the usual place in the next few hours.

Your debugging AI does build the correct source and destination types.

From a quick look at the code in AIAI Railbuilder.nut it seems that the source_station parameter of BuildNewGRFRailStation is always set to true:

Code: Select all

if(!AIRail.BuildNewGRFRailStation(location, direction, platform_count, trasa.station_size, AIStation.STATION_NEW,
      trasa.cargo, source_industry, goal_industry, distance, true)) {
Image

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Re: AIAI

Post by Kogut » 17 Jul 2013 15:42

Thanks for bug report (and even debugging!).

It is now fixed in development version: https://github.com/Bulwersator/AIAI/com ... a7ef6def3b
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Steffl
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Re: AIAI

Post by Steffl » 17 Jul 2013 16:15

Hi Kogut,
here's a new bug I found.
I played with AIAI version iota93 and Openttd 1.3.1.

I add the savegame, too. AIAI played good in the beginning of the game, but later it had to pay much for its infrastructure maintainance and it seems it tried to sell vehicles when it crashed.
screenshot.png
(41.8 KiB) Downloaded 1 time
Attachments
AIAIv93crash.sav
(905.09 KiB) Downloaded 85 times

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