WormAI

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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Wormnest
Engineer
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Location: Netherlands

Re: WormAI

Post by Wormnest » 28 May 2016 14:13

And another update for WormAI fixing a few crashes and bugs and improving several things.

Changelog

Version 6, 2016-05-28
  • Fix: Crash when loading a savegame saved when building a rail route or when replacing trains.
  • Fix: Crash when we get loaded into a savegame without getting any saved data.
  • Fix: We need to make sure we have at least some money to build a rail route.
  • Fix: Make sure that the vehicle we share orders with is valid.
  • Fix: 90 degree turns near a passing lane.
  • Fix: border of map starts at 1,1 not 0,0. (We were not building airports in towns near the left and upper borders.)
  • Change: more checks before building a passing lane, we should see less land is sloped wrong messages.
  • Change: Improved airport upgrading.
  • Change: Better handling of airplane NewGRF's that have high prices.
  • Change: Rail pathfinding tweaks.
  • Change: Don't cancel and remove routes just because we don't have money for vehicles. Just add them later when we do have the money.
  • Change: Don't use airplanes that are hardly profitable.
  • Change: Blacklist airports that we failed to upgrade for a while.

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Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Re: WormAI

Post by Zuu » 02 Apr 2017 20:18

I find it interesting that one crossing made by your AI is using bridge and one is not. Is it by random or by the funds available? The road and rail pieces don't have built date, but stations do and it looks by the owner of roads/stations that the road was there first.

Other than that, or maybe thanks to that, your AI is in shared lead in the operating profit graph in my 14 AI test game. At year 1967 started from 1953.
Attachments
Jones & Co., 19th Sep 1967.png
(1.62 MiB) Not downloaded yet
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)

Wormnest
Engineer
Engineer
Posts: 89
Joined: 14 Jul 2013 12:33
Location: Netherlands

Re: WormAI

Post by Wormnest » 03 Apr 2017 17:31

I had to check the code since it's almost a year since I worked on this but it seems that it depends on the pathfinder costs whether it chooses to build a bridge or not.
Besides that since WormAI doesn't yet do road transport I guess it doesn't really matter too much what it chooses. Especially if it's competing against other AI's it might be a strategy to lower competitor's profits.

For normal users it might be annoying so maybe I should add a setting to disallow building tracks across roads.

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Zuu
OpenTTD Developer
OpenTTD Developer
Posts: 4553
Joined: 09 Jun 2003 18:21
Location: /home/sweden

Re: WormAI

Post by Zuu » 04 Apr 2017 19:35

Wormnest wrote:Especially if it's competing against other AI's it might be a strategy to lower competitor's profits.
Maybe I care too much about ethics, but I file that under unfair competition to on purpose use rail/road crossings to block road traffic. It is very hard for other AIs to do anything about it if they didn't build the road themselves. If it is my AI that built the road, I can (and do) replace it with a bridge when there is a bus/truck crash event, but if there is a fellow road AI that built the road and does not care about upgrading it to a bridge, then it is not so much I can do about it.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)

Wormnest
Engineer
Engineer
Posts: 89
Joined: 14 Jul 2013 12:33
Location: Netherlands

Re: WormAI

Post by Wormnest » 16 Apr 2017 14:47

A new version of WormAI is available on bananas.
Only changes in aircraft handling this time. WormAI should now be better at handling the World Airliners Set and other NewGRF that have higher costs for large and longer range aircraft.

Changelog

Version 7, 2017-04-16
  • Fix: Not checking air route range at startup under certain conditions.
  • Change: Adjust maximum distance for air routes when we have limited money.
  • Change: Adjust aircraft selection when we have limited funds and high prices of longer range aircraft.

xarick
Transport Coordinator
Transport Coordinator
Posts: 262
Joined: 26 Feb 2015 00:52

Re: WormAI

Post by xarick » 22 Nov 2018 14:34

WormAI v7 on OpenTTD 1.8.0


Too long to load error when loading a savegame
Attachments
Unnamed, 2057-01-11.png
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Unnamed, 2056-10-03.sav
(10.35 MiB) Downloaded 35 times
Formerly known as Samu

Wormnest
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Engineer
Posts: 89
Joined: 14 Jul 2013 12:33
Location: Netherlands

Re: WormAI

Post by Wormnest » 22 Nov 2018 16:20

xarick wrote:Too long to load error when loading a savegame
Thanks for the report.
Assuming this is the save that caused the error. Do you also have a savegame from a little earlier that does load or at least mapsize and rough estimate about number of vehicles.

xarick
Transport Coordinator
Transport Coordinator
Posts: 262
Joined: 26 Feb 2015 00:52

Re: WormAI

Post by xarick » 22 Nov 2018 19:41

Sorry, I don't have. I saved it for the night and to continue on the next day. It was a one time save
Formerly known as Samu

xarick
Transport Coordinator
Transport Coordinator
Posts: 262
Joined: 26 Feb 2015 00:52

Re: WormAI

Post by xarick » 06 Dec 2018 05:40

WormAI doing a bad clean up job and creating some roller coaster rail routes. Savegame attached. The settings are borrowed from server 7 of btpro, they're probably influencing some of the weird misbehaviours.

Image

Image
Attachments
Sem nome, 5 Mar 2003.png
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Sem nome, 14 Out 2000.png
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Sem nome, 27 Out 2000.sav
(161.38 KiB) Downloaded 34 times
Formerly known as Samu

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