SynTrans - A Synaptic Network AI

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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11Runner
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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 03 Mar 2012 03:54

Version 8:

* Train crossing bug report fixed

* Upgraded to superlib v8

As usual, you can find it attached to this post or on the bananas server.

Oh, and thanks for the bug report Glaukon777, and the help Zuu :)
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SynTrans - A Synaptic Networking AI for OpenTTD

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Zuu
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Re: SynTrans - A Synaptic Network AI

Post by Zuu » 03 Mar 2012 09:31

11Runner wrote:* Upgraded to superlib v8
why version 8? Actually, in your main.nut you import version 21.
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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 03 Mar 2012 16:49

Whoops! That was a typo...
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SynTrans - A Synaptic Networking AI for OpenTTD

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 09 Apr 2012 13:41

New Release! This is the biggest release since the initial move from RoadAI to SynTrans. Its so big I decided to skip version 9 and go straight to v10 ;)

So, summary of the changes:

* NEW: Faster pathfinder (pathfinding now takes only a few days)

* NEW: Multiple stations per city

* NEW: Speedups in town management

* NEW: Station names

KNOWN BUGS:

* If first AI to start building on map, AI moves to next biggest city after building HQ (does anyone know why?)

* Roads are all over the place! I have a plan to fix this though...

* Some stations get neglected

Tell me if you have any additional bugs you have found, especially if its an AI crash :D

The new AI is available here and on bananas
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SynTrans-10.tar
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SynTrans - A Synaptic Networking AI for OpenTTD

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 13 Jul 2012 04:07

Hello everyone,

SynTrans v11 is ready, and it has some very big changes.

Below are some graphs of the results, if you want to take a look. SynTrans v11 is pink, SynTrans v10 is red, SynTrans v5 is green, and the original RoadAI v3 is blue.
syntrans-11-stats.png
Graphs and company stats of AI tests
(83.98 KiB) Downloaded 9 times
So, the changes:

* Cleaner roads (see included screenshots below)

* Much, much, much better aircraft system. the AI now starts for a couple of years with it and then moves on to road vehicles

* Better roadbuilder (needs testing)

* 3 seprate road vehicle networks instead of one

* various speedups

* various bug fixes

The AI is only available on bananas this release.

Next release, I plan to implement trams and/or cargo networks (most likely trams). There may be bug fix releases before that happens.

As always, please report bugs here, especially for that pathbuilder :)
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SynTrans-11.tar
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SynTrans - A Synaptic Networking AI for OpenTTD

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 13 Jul 2012 05:01

Small Bugfix release: SynTrans 12

* Fixes a crutial startup bug causing it to never start the initial aircraft network. This bug did not appear on my development computer for some reason.
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SynTrans-12.tar
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SynTrans - A Synaptic Networking AI for OpenTTD

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Re: SynTrans - A Synaptic Network AI

Post by Supernaut » 15 Nov 2012 05:28

It seems reporting bugs is encouraged and as far as I can tell this seems the place to put it.

Here is an issue I'm having with SynTrans 12. It happens only when I load my game and at no other time.

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 15 Nov 2012 05:39

It seems reporting bugs is encouraged and as far as I can tell this seems the place to put it.

Here is an issue I'm having with SynTrans 12. It happens only when I load my game and at no other time.
Thanks for the report! coudld you provide the save file? I just want to make sure I have the bug fully and completely worked out.

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Re: SynTrans - A Synaptic Network AI

Post by Supernaut » 15 Nov 2012 06:04

Let me figure how to provide the save file and I'll get back to you. I guess I need to host the file somewhere.

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 15 Nov 2012 06:07

Let me figure how to provide the save file and I'll get back to you. I guess I need to host the file somewhere.
you should be able to add it as an attachment...

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Re: SynTrans - A Synaptic Network AI

Post by Supernaut » 15 Nov 2012 06:13


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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 16 Nov 2012 05:27

Thanks Supernaut. Your bug has been fixed. Unfortunately, I have to update to some newer AI libraries, so I will be a bit longer, but I hopefully have it released by tomarrow.

EDIT HISTORY: this was originally a post of SynTrans 13, but I realized I needed to update AI libraries, so changed post

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 18 Nov 2012 01:28

OK, its imperfect, but the AI works, so here is SynTrans v13 (also available on bananas)!

With Changes:
* Now uses SuperLib v27 (thanks Zuu for fixing bug)
* Fixed Bug reported by Supernaut (thanks for reporting :) )
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SynTrans-13.tar
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Kogut
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Re: SynTrans - A Synaptic Network AI

Post by Kogut » 16 Jul 2013 08:12

In current testgame I noticed SynTrans continously removing/recreating station in the town.

Cycle occurs at Wendstone, starting from February 1951 - the second year of game. It continues to at least May 1951.

The problem is reproducible (restart with pause the game at beginning, start the same AIs, do nothing as human player).

From the same game: AI should check airport capacity before adding more planes (Munnpool, January 1953: 6 aircrafts waiting for loading at the smallest airport).
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SynTrans.sav
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Re: SynTrans - A Synaptic Network AI

Post by Kogut » 17 Jul 2013 17:20

And a crash report.
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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 30 Jul 2013 18:39

SynTrans v14

Well it has been a year, and for some reason I have not been receiving notifications when posts are occouring on this thread, so sorry Kogut.

Either way, I am upgrading SynTrans. I am adding moneymaker routes (3 are created at the beginning of the game.) The moneymaker code is based off my recently released FastPTPAI. These moneymaker routes have trains.

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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 11 Aug 2013 23:51

SynTrans v15 is out!

This release features a large number of improvements which focus mainly on making SynTrans more realistic and efficient.

CHANGE: Made road building more clean without sacrificing speed too much

NEW: Route length setting to change (as the name implies) the vehicle route length

CHANGE: Improved vehicle selection process

NEW: Aircraft airport upgrade (still needs work, see below)

There are also some bug fixes.

As always, I will do my best to fix any bugs that are reported (yes Kogut, I am still on yours).

EDIT: Added AI .tar
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SynTrans-15.tar
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Re: SynTrans - A Synaptic Network AI

Post by Kogut » 12 Aug 2013 09:06

Wooho, a new version!
(still needs work, see below)
There is nothing about it below.
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Re: SynTrans - A Synaptic Network AI

Post by 11Runner » 12 Aug 2013 22:34

Kogut wrote:Wooho, a new version!

Quote:
(still needs work, see below)

There is nothing about it below.
Yeah, sorry about that. I was planning to add something about it but then I had an idea on how to solve the remaining issues. Sorry about that.

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Re: SynTrans - A Synaptic Network AI

Post by xarick » 08 Apr 2016 12:34

Hi. I notice several issues.

- Upon loading the save file, some AIs crash.
- Some abandoned train depots, some with a train, doing nothing, just losing money.
- Some railway bridges that aren't connected to anything.

There may be some other issues, I didn't pay that much attention, just look around in the savegame.
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autosave4.sav
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Synaptic Transport Inc., 2002-08-06.png
Synaptic Transport Inc., 2002-08-06.png (186.1 KiB) Viewed 2192 times
openttdCore3.cfg
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