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SynTrans - A Synaptic Network AI

Posted: 24 Oct 2011 04:20
by 11Runner
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.

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!

Re: SynTrans - A Synaptic Network AI

Posted: 24 Oct 2011 06:34
by Zuu
Hello, you got two spelling errors in on your info.nut:

Code: Select all

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.

Re: SynTrans - A Synaptic Network AI

Posted: 25 Oct 2011 00:06
by 11Runner
It is obvious I am rushing way to much in my coding. Good call :lol:

Re: SynTrans - A Synaptic Network AI

Posted: 25 Oct 2011 14:25
by Kogut
small problem

Re: SynTrans - A Synaptic Network AI

Posted: 27 Oct 2011 13:48
by 11Runner
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

Re: SynTrans - A Synaptic Network AI

Posted: 27 Oct 2011 17:13
by Zuu
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.

Re: SynTrans - A Synaptic Network AI

Posted: 27 Oct 2011 19:20
by 11Runner
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

Re: SynTrans - A Synaptic Network AI

Posted: 29 Oct 2011 04:35
by Kogut
eGRVTS in 1710 result in problems as all vehicles are articulated.

Re: SynTrans - A Synaptic Network AI

Posted: 04 Nov 2011 23:25
by 11Runner
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 )

Re: SynTrans - A Synaptic Network AI

Posted: 15 Nov 2011 23:48
by 11Runner
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)

Re: SynTrans - A Synaptic Network AI

Posted: 16 Nov 2011 11:08
by Brumi
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:
syntrans.png
syntrans.png (29.85 KiB) Viewed 22502 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.
ai_log.png
ai_log.png (24.67 KiB) Viewed 22502 times
I don't know if it makes a difference...

Re: SynTrans - A Synaptic Network AI

Posted: 17 Nov 2011 05:38
by 11Runner
Sorry, I dont get much time to test my AI myself, I am so busy these days :)

Anyway, here is the next release.
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.
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: .
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)

Re: SynTrans - A Synaptic Network AI

Posted: 25 Dec 2011 17:58
by 11Runner
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.

Re: SynTrans - A Synaptic Network AI

Posted: 25 Dec 2011 23:16
by Brumi
You can use this for example:

Code: Select all

start_ai syntrans.5

Re: SynTrans - A Synaptic Network AI

Posted: 29 Dec 2011 22:17
by bman
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?

Re: SynTrans - A Synaptic Network AI

Posted: 29 Dec 2011 22:25
by 11Runner
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

Re: SynTrans - A Synaptic Network AI

Posted: 30 Dec 2011 00:22
by Zuu
11Runner wrote:I suppose Zuu could have renamed the library or something.
Not as far as I'm concerned ;-)

Re: SynTrans - A Synaptic Network AI

Posted: 03 Jan 2012 14:44
by 11Runner
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

Re: SynTrans - A Synaptic Network AI

Posted: 02 Mar 2012 23:46
by Glaukon777
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

Re: SynTrans - A Synaptic Network AI

Posted: 03 Mar 2012 00:00
by Zuu
Fix:

Change line 236 from

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							raildir = Tile.TurnDirClockwise90Deg(Tile.GetDirectionToAdjacentTile(site, bridge), 1);
to

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