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PostPosted: Mon Oct 24, 2011 4:20 am 
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Engineer
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Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
I am proud to presend my NoAI AI, SynTrans!

SynTrans stands for Synaptic Transportation. It can build massive road and aircraft networks. Will probably never implement train support... but oh well :) The AI is very good with Road and Air.

The AI features many improvements from its origionation, RoadAI:

1. Added Aircraft Support
2. Added Save/Load support (may be a buggy feature)
3. Better vehicle management
4. Better station placement (thanks GeekToo)
5. Various Bug fixes
6. And many other small improvements

--The Goals (in order of priority)--
1. To make a stable AI that works as intended in any situation
2. To make an AI that builds more realistically and is fun to play with
3. To make the AI extremely fast
4. To make the AI a good competitor

Keep in mind this AI depends on SuperLib v13.

[b]If you find any bugs in the AI, please send them in. Feature requests are also appreciated :wink:

My code is free and Opensource, use may use any portion or change it to your hearts content!


Attachments:
SynTrans-1.tar [51 KiB]
Downloaded 751 times


Last edited by 11Runner on Tue Apr 15, 2014 2:58 am, edited 1 time in total.
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PostPosted: Mon Oct 24, 2011 6:34 am 
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OpenTTD Developer
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Posts: 4538
Location: /home/sweden
Hello, you got two spelling errors in on your info.nut:
Quote:
Code:
The maximum number of seprate tranport networks for the roads SynTrans may build


seprate => separate
tranport => transport

Tip: Many text editors suitable for editing code also have a spell checker for comments and literal strings.


The AI itself, I don't have had time to test yet. But I'm sure will do as I really like that you have taken the network approach instead of just doing point to point connections.

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My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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PostPosted: Tue Oct 25, 2011 12:06 am 
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Engineer
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Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
It is obvious I am rushing way to much in my coding. Good call :lol:

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SynTrans - A Synaptic Networking AI for OpenTTD


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PostPosted: Tue Oct 25, 2011 2:25 pm 
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Tycoon
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Joined: Wed Aug 26, 2009 6:33 am
Posts: 2493
Location: Poland
small problem


Attachments:
Przechwytywanie.PNG [147.12 KiB]
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AIAI - AI for OpenTTD
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PostPosted: Thu Oct 27, 2011 1:48 pm 
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Engineer
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Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
Fixed the above listed problems (as well as a couple of bugs I found :D ).

You may also notice I am starting the train support if you look at the source code


Attachments:
SynTrans-2.tar [59 KiB]
Downloaded 251 times

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PostPosted: Thu Oct 27, 2011 5:13 pm 
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Your rail stub is about five times longer than the rail stub in CluelessPlus (as I only got one rail file) ;-)

On a more serious note, I think you should add SynTrans to bananas.

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My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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PostPosted: Thu Oct 27, 2011 7:20 pm 
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Engineer
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Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
Zuu wrote:
On a more serious note, I think you should add SynTrans to bananas.


I will do this as soon as I can. I just wasnt sure it was time just yet :D

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PostPosted: Sat Oct 29, 2011 4:35 am 
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Tycoon
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Location: Poland
eGRVTS in 1710 result in problems as all vehicles are articulated.

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AIAI - AI for OpenTTD


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PostPosted: Fri Nov 04, 2011 11:25 pm 
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Engineer
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Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
Hello,

Attatched is version 3. Sorry it took so long (I am very busy :wink: )

Here is an incomplete list of the improvements (and yes, the list will always be incomplete because I don't bother to keep track of the changes)

1.
Kogut wrote:
eGRVTS in 1710 result in problems as all vehicles are articulated.

The AI now builds those vehicles and the appropriate stations
2. Fixed a few minor bugs
3. Slightly better connection building

Also, my rail stub is so long because I plan on adding somewhat extensive train support to my AI (It will be using ro-ro stations and junctions mentioned on the OTTD wiki manual, all in a network. I just wanted to start with road vehciles to alvoid confusion as I learn NoAI :D )


Attachments:
SynTrans-3.tar [79.5 KiB]
Downloaded 236 times

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SynTrans - A Synaptic Networking AI for OpenTTD
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PostPosted: Tue Nov 15, 2011 11:48 pm 
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Engineer
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Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
Here is SynTrans v4.

All I did was:

1. Update to SuperLib v15 (and did my things with the stuff I wanted to do with it)
2. Further developed train stub (not complete)


Attachments:
SynTrans-4.tar [80 KiB]
Downloaded 181 times

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SynTrans - A Synaptic Networking AI for OpenTTD
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PostPosted: Wed Nov 16, 2011 11:08 am 
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Chairman
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Joined: Sat Jul 18, 2009 5:54 pm
Posts: 886
Good to see that development is going on, I'm eagerly waiting for train support :)

Anyway, in my tests, your AI doesn't build aircraft. I start the game in 1950, and the plane limit is 20, might that be the case?

Unfinished roads are quite a common sight when using your AI:
Attachment:
syntrans.png
syntrans.png [ 29.85 KiB | Viewed 15015 times ]


The AI log is full of messages like "Could not find a road vehicle to use!", although there are buses running on the roads, and I cheated to give your AI 'some' money, so money shouldn't be an issue now. I have the Generic Tram Set enabled, but anyway it's the default road vehicle set.
Attachment:
ai_log.png
ai_log.png [ 24.67 KiB | Viewed 15015 times ]

I don't know if it makes a difference...


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PostPosted: Thu Nov 17, 2011 5:38 am 
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Engineer
Engineer

Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
Sorry, I dont get much time to test my AI myself, I am so busy these days :)

Anyway, here is the next release.

Quote:
Anyway, in my tests, your AI doesn't build aircraft. I start the game in 1950, and the plane limit is 20, might that be the case?


Sorry about that. I broke my AI's ability to build aircraft with a new function I failed to test. It has been fixed in this release.

Quote:
The AI log is full of messages like "Could not find a road vehicle to use!", although there are buses running on the roads, and I cheated to give your AI 'some' money, so money shouldn't be an issue now. I have the Generic Tram Set enabled, but anyway it's the default road vehicle set.


Part of the same aircraft bug it appears, but if you continue seeing those messages, let me know :wink: .

Quote:
Unfinished roads are quite a common sight when using your AI


This is a known bug. I have taken various steps to preventing it from happening. It seems to never happen to me, I plan on fixing it (again) in the next release (the aircraft bug was more important and I didn't have enough time)


Attachments:
SynTrans-5.tar [90 KiB]
Downloaded 200 times

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SynTrans - A Synaptic Networking AI for OpenTTD
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PostPosted: Sun Dec 25, 2011 5:58 pm 
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Engineer
Engineer

Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
Merry Christmas Everyone :D

Here is SynTrans v6. This release features the most improvements thus far:

* Speed improvements

* Bigger networks faster

* Smarter Aircraft Support

* Builds HQ (for supporting CityDomination :wink: )

* Many other small bugfixes

Bug reports and feature requests welcome!

Side Note: Does anyone know how to load an older version of a AI using the start_ai command? I would like to show you graphs of improvements in this release.


Attachments:
SynTrans-6.tar [100 KiB]
Downloaded 216 times

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PostPosted: Sun Dec 25, 2011 11:16 pm 
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Chairman
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Joined: Sat Jul 18, 2009 5:54 pm
Posts: 886
You can use this for example:
Code:
start_ai syntrans.5


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PostPosted: Thu Dec 29, 2011 10:17 pm 
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Engineer
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Joined: Thu Dec 29, 2011 10:08 pm
Posts: 8
I get this error when it loads the AI:
"Your script made an error: couldn't find library 'util.superlib'"

I couldn't find any util.superlib file on the forums. Is there something I'm missing here?


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PostPosted: Thu Dec 29, 2011 10:25 pm 
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Engineer
Engineer

Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
I was having the same issue too, but I assumed it was just my own misconfiguration. I suppose Zuu could have renamed the library or something. I will fix the problem as soon as possible. Thank you for the notice :D

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PostPosted: Fri Dec 30, 2011 12:22 am 
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11Runner wrote:
I suppose Zuu could have renamed the library or something.

Not as far as I'm concerned ;-)

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Junctioneer (a traffic intersection simulator)


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PostPosted: Tue Jan 03, 2012 2:44 pm 
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Engineer
Engineer

Joined: Thu Sep 01, 2011 7:23 pm
Posts: 92
Location: Oregon, USA
bman wrote:
I get this error when it loads the AI:
"Your script made an error: couldn't find library 'util.superlib'"

I couldn't find any util.superlib file on the forums. Is there something I'm missing here?


Turns out my AI was trying to load SuperLib v15 :) Thank you for the report, it has now been fixed. You can find SynTrans v7 on bananas or the download link below


Attachments:
SynTrans-7.tar [97 KiB]
Downloaded 214 times

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SynTrans - A Synaptic Networking AI for OpenTTD
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PostPosted: Fri Mar 02, 2012 11:46 pm 
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Engineer
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Joined: Fri Mar 02, 2012 11:28 pm
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Hi! First of all, I'd like to say that this is the best AI I've tried so far! So kudos for you on that. Now, this is the first crash I've run into:

Image


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PostPosted: Sat Mar 03, 2012 12:00 am 
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Fix:

Change line 236 from
Code:
                     raildir = Tile.TurnDirClockwise90Deg(Tile.GetDirectionToAdjacentTile(site, bridge), 1);


to
Code:
                     raildir = Direction.TurnDirClockwise90Deg(Direction.GetDirectionToAdjacentTile(site, bridge), 1);

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My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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