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Re: RoadRunner AI

Posted: 01 Dec 2010 14:10
by Felix Atagong
Thanks for correcting the bug (it was me who put the bug in to the flyspray thingie).

Re: RoadRunner AI

Posted: 03 Dec 2010 18:49
by Steffl
Nothing to thank. It would be against my honor if I write something that has so big bugs in it. :-)
Thank you again for reporting it. I haven't thought before that an AI is able to crash the hole game in some situations.

Re: RoadRunner AI

Posted: 11 Feb 2011 20:19
by Felix Atagong
Roadrunner refuses to save on a 1024 x 1024 map.
I have uploaded a save game as well.
Keep on AI-ing!

Re: RoadRunner AI

Posted: 27 Mar 2011 03:18
by laserdog
it does that on mine too maybe its the verison

Re: RoadRunner AI

Posted: 24 Jun 2011 09:41
by zooter
Firstly i want to say that this is a great AI...but secondly i feel so mad at you (the developer)...the AI is ruining towns left right and center with 100s of vehicles causing all types of jams! I dread putting out a single bus/truck on the towns occupied by this AI.

Btw, vehicles get jammed nicely in your AI and it takes some time to recover. I wanted to take a screenshot but the jam got resolved by the time I came around again to the town

Re: RoadRunner AI

Posted: 24 Jun 2011 10:51
by Brumi
RoadRunner has a setting 'Level of traffic the AI should generate'. Doesn't it help?

Re: RoadRunner AI

Posted: 23 Jul 2011 11:56
by Felix Atagong
I love RoadRunner because it is one of the only AI that can build vehicles (and stay alive!) in 1850 (horse carts). Unfortunaetely it always gives the following error after each restart (from a saved game). The result is that it stays with its initial first (money-making) line and doesn't expand further.

Any solution (I already mentioned this bug a while ago, BTW)...

Re: RoadRunner AI

Posted: 22 Feb 2012 20:28
by Steffl
Hello, good news after a long time.

Finally I found a solution for this annoying bug with "This AI took to long to save".
I realised that I never replied, (sorry) but I remember I read this bug report here and tried to change something with save/load design of AI, but it don't work.

Now my solution doesn't change save/load code. I just dramatically reduced the data to save.

The targets which are considered to calculate good connections are now limited to 10 for every cargo type. In last version the limit was 500. You can change it in settings menu, but the setting of 10 worked good in all test.

Another new setting allows you to toggle "Full load" orders on or off. This is to minimize jams in towns.



It's planned to add something like a sub-pathfinder for long distances because pathfinding often takes years and the AI can't do anything in this time.
I already have some plans for it, but you waited long enough for a working version, I think.
So here is RoadRunner, version Nr. 7

Re: RoadRunner AI

Posted: 26 Feb 2012 13:41
by Felix Atagong
gonna check this out now, thanks!

Re: RoadRunner AI

Posted: 16 Dec 2012 12:12
by Steffl
Hi together,

today it's time for a new version of RoadRunner.
I think it needs a little bit more testing, so will upload it to bananas later, when I'm sure all works as it should.
Especially after around fifty years of playing the AI always got really slow and wasn't able to manage the vehicle right anymore.
I removed some sleep commands and changed some code so it should be a little bit better now.
But it's hard to test this, because you have to wait 50 game years to see if your changes make some improvements

The biggest problem was again the pathfinding. It was (always) simply to slow and blocked all actions of the AI.
Now I changed the parameters of the pathfinder function to make it a lot faster and add a little function to remove unnecessary turns. So it should most of the time build perfect straight roads, as short as possible. It doesn't always reuse existing roads now, this is the disadvantage of faster pathfinding. But this is adjustable in the AI Settings of RoadRunner if you want to.

Also RoadRunner builds now more stations in towns, when they grow. In version 7 this don't worked like I thought it should.

Re: RoadRunner AI

Posted: 18 Mar 2013 22:29
by R2dical
Hi everyone (first post!)

Enjoying this AI a lot, nice work. I got a crash with version 7:
Image

I am using the latest stable and many newGRFs, I can post a save and more info if necessary.

Keep up the good work!

Re: RoadRunner AI

Posted: 21 Mar 2013 11:02
by Mution
How did i get this to appear in my list of AI if i am downloading as RAR file then copying the folder into the AI folder?

Re: RoadRunner AI

Posted: 21 Mar 2013 11:34
by Brumi
You have to unpack the RAR file.
Otherwise please tell a bit more specifically what you did.

Re: RoadRunner AI

Posted: 21 Mar 2013 17:56
by Mution
Brumi wrote:You have to unpack the RAR file.
Otherwise please tell a bit more specifically what you did.

All sorted :) thanks

Re: RoadRunner AI

Posted: 25 May 2013 15:08
by griffin71
I just had a crash with RoadRunner v7. Attached are the AI output crashlog and the savegame (requires 1.3 w/ CargoDistribution).

Re: RoadRunner AI

Posted: 09 Jun 2013 08:56
by Steffl
Hi,
thanks for the bug reports R2dical and griffin71. They should be fixed now.
I think I will upload new version to bananas next week. I think it needs some more test games.

vvv Here's the current work in progress version. vvv

Re: RoadRunner AI

Posted: 14 Jun 2013 21:51
by Steffl
Hi again,
version 8 is finished and uploaded to bananas now.
After several test games I decided that it can survive in the hard world out there. :-)
I think the AI is a little faster again, especially the pathfinding.
After very much tests with try and error the pathfinder should now most of the time build a "tidy" road network and is still fast enough.
In my tests RoadRunner worked well with FIRS and ECS industries.

Complains, bug reports, etc. etc. are welcome, just the response CAN TAKE A LITTLE BIT ... :-)

Edit: Tried to upload, but gives "Unhandled Exception". Maybe works tomorrow.
Edit2: Bananas had a new feature (or bug) which only let you upload things when you set min and max version to "nightly". But thanks to frosch and TrueBrain all is ok now again.

Re: RoadRunner AI

Posted: 30 Jun 2013 14:01
by Steffl
Hi,
I found a little bug in version 8 so I thought it would be the best to upload a new version.
So here is RoadRunner - version 9.

Re: RoadRunner AI

Posted: 08 Apr 2016 10:44
by xarick
This server started in 1950, 15x RoadRunner AIs were doing fine throughout the years, but by the year 2000, they all started to amass vehicles, jamming each other and slowly cannibalizing themselves into negative profit.

They are forcing each RoadRunner to bankrupting. I had not much time to see what would happen in a few years, I only had time to see cream becoming the first to bankrupt, but then I had to close the server.

Re: RoadRunner AI

Posted: 30 Apr 2016 21:29
by Wormnest
Crash less than a month after loading a savegame.