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Re: DictatorAI

Posted: 03 Nov 2015 16:45
by HGus
... and the same crash, this time shown in 3 instances almost at the same time, I post the screenshot for one instance, the others have the same error. It seems to be something related to upgrading bridges, do you use some internal table to speed up? Maybe the scrip tried to upgrade an unexistent bridge (already destroyed)

Re: DictatorAI

Posted: 10 Nov 2015 05:02
by krinn
Thanks HGus, it "should be" fix in the current dictatorai (going to review that part again to be sure) i will release soon (yeah promise, this week), even not as fine as i wish it to be.

Re: DictatorAI

Posted: 14 Nov 2015 03:17
by HGus
I just noticed this now. RAIL was not available yet in game, and I disabled rail use for AIs until the first loco comes (around 1850 using UKRS2), but the AI tried upgrading rail bridges even you can see there is no rail bridges in the map as it is shown in the log just one line before... :?

Re: DictatorAI

Posted: 23 Nov 2015 05:32
by krinn
Just to say events and life changes and priorities prevent me for keeping my promise.
Thank for your patience HGUS, if really i couldn't release new version soon, i will fix the bridge handling in old one.

Re: DictatorAI

Posted: 26 Apr 2016 19:06
by iwans
I was annoyed by constant bridge upgrader crashes so I fixed it. It's my first time seeing OpenTTD scripts/AI so it took me 2-3 hours. Good thing it looks like C++.

File: DictatorAI-169\handler\checks.nut

http://pastebin.com/LSBPjVac
Just overwrite lines 436-438.

I think there was something wrong with foreach loop. And I think it doesn't find rail bridges, only road ones. Don't know if it works as it should, but at least it stopped crashing.
4th line(with speed variable) isn't used, I forgot to delete it.

EDIT: Hmmm, I think I have old version, I downloaded it from online content. Newer version also has foreach loop so maybe it crashes too.

Re: DictatorAI

Posted: 27 Apr 2016 09:26
by krinn
thank you iwans, however i'm afraid your fix is not really good while it might endup with a lucky shot.
changing the way you iter it will not fix out of bound issue. I'm not willing to say i will release the new one soon as i have enough promise it, but the ai is back in my todo list.

Re: DictatorAI

Posted: 03 May 2016 20:58
by xarick
I tested this AI with these parameters to see if it would crash, because I knew it crashes due to bridge upgrading.

DictatorAI = start_date=1,use_road=0

The only thing it could build was airports, aircraft everywhere. It survived 100 years without crashing on my test.

Re: DictatorAI

Posted: 07 May 2016 10:23
by krinn
thx guys for the report, disabling upgrading of bridges would had also avoid the bug.
anyway, i have release 1.83 version of the ai, still trains are disable, but bridge bug is (well, should be) fix in it.

Re: DictatorAI

Posted: 03 Jul 2016 13:50
by Wormnest
DictatorAI seems to have trouble giving correct orders to ships sometimes. On the screenshot the ship has only one dock in its orders and then several depots again and again.
It also seems to think it can use that river to go back to the Sardtown depot. You don't seem to use buoys but that's really necessary to make sure ships don't get lost.

Re: DictatorAI

Posted: 04 Jul 2016 10:35
by krinn
Can you provide a savegame please. the ai doesn't use buoys as ships route are short and shouldn't get lost, but openttd pathfinding could be really act weird when trying to reach a depot, the ai doesn't try to let ships use rivers, nor does openttd, it's just the ships are stuck in front of one.
And it's normal to have multi-orders for the same depot, the ai use orders count to handle orders and less than 3 when going to depot would mean trouble.

once ai is querying ships to stop at a depot, ai no more care if the ship have any valid dock in its orders.

Re: DictatorAI

Posted: 04 Jul 2016 22:16
by Wormnest
Sure, here it is. It uses the development version of my fork of NoCAB for one of the other ai's.
Since your ships seem to get stuck near that river it certainly seems that using buoys could help in finding their path in this case.

DictatorAI v183 Crash OpenTTD 1.6.1 Large Map 4096x2048 with 14 KIs

Posted: 06 Nov 2016 17:35
by Murf437
Second Crash since 1930

DictatorAI v183 Crash OpenTTD 1.6.1 Large Map 4096x2048 with 14 KIs (2)

Posted: 06 Nov 2016 18:08
by Murf437
Part 2

Re: DictatorAI

Posted: 28 Dec 2017 17:48
by xarick
DictatorAI seems to be removing roads when other companies have road vehicles using his roads. I have set him to remove roads, but I wonder if it's intended to ruin other companies.

Re: DictatorAI

Posted: 25 Mar 2018 08:16
by KubiG37
Hello, I got around to play OpenTTD after a long time, and one of my favourite AIs crashed after only 2 years! I've never seen this kind of error before. Playing 1.80 RC1 build, and eGRVTS addon.

Re: DictatorAI

Posted: 13 May 2018 18:56
by wagnis
Hi.

First post here. Following orders from the game, I'm here-by reporting an AI error in this thread :)

Thank you for all your great work on this game everyone! :bow:
My fond memories go back to my middle school times in the nineties.

Re: DictatorAI

Posted: 13 May 2018 20:05
by vrn
Sorry, but since the AI developer's latest post is from two years ago, chances for this to be fixed are pretty slim.
I'd suggest you to use a different AI, e.g. NoNoCAB, SimpleAI or CluelessPlus.

Re: DictatorAI

Posted: 22 Nov 2018 14:37
by xarick
DictatorAI v183 on OpenTTD 1.8.0
Excessive CPU usage, a while after loading from a savegame.

Re: DictatorAI

Posted: 12 Apr 2019 14:20
by xarick
The index '0' does not exist

Re: DictatorAI

Posted: 26 Apr 2019 16:24
by xarick
The index '0' does not exist