CivilAI

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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BW89
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Re: CivilAI

Post by BW89 » 20 Apr 2019 16:43

Bug: The AI builds Cargo Trains double.
Yes, both of the lines are carrying Grain
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PikkaBird
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Re: CivilAI

Post by PikkaBird » 21 Apr 2019 00:42

BW89 wrote:Could you add a feature that the AI would add a Busstop in Villages when a IC bus would drive through it without stopping?
It would be possible, but I feel like growing villages is a little beyond Civi's remit. I'm also not sure how much I want to nerf intercity buses when I introduce passenger trains.
BW89 wrote:Bug: The AI builds Cargo Trains double.
Yes, I removed the code that stopped it doing that in the last version (because it was horribly messy) - I wasn't sure it was too much of a problem. But I can write a new solution.

Out of interest, did this happen on a relatively small map?

BW89
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Re: CivilAI

Post by BW89 » 21 Apr 2019 08:29

It was a 512x512 map with high amount of water.
Here a map with the industries.
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rambolz
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Re: CivilAI

Post by rambolz » 22 Apr 2019 15:23

I ran into the same problem as BW89. The AI built the first route, then started thinking that it should find something else to connect to the drop-off station even before the first two trains had reached the water pump, and decided to build the same route again. This happened on a 256x256 map.
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Re: CivilAI

Post by rambolz » 24 Apr 2019 18:56

I managed to break CivilAI in this savegame. It tried to connect to an existing station but connected to a totally wrong station and now it is doing something weird when looking at the AI debug screen. The train "George" is trying to get to the station which is not even connected.
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PikkaBird
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Re: CivilAI

Post by PikkaBird » 24 Apr 2019 23:36

rambolz wrote:I managed to break CivilAI in this savegame. It tried to connect to an existing station but connected to a totally wrong station and now it is doing something weird when looking at the AI debug screen. The train "George" is trying to get to the station which is not even connected.
I had that happen once during testing, but couldn't reproduce it. Consider it an "open investigation".

Assuming the AI doesn't go bankrupt in the meantime, it can recover from the situation - after the train has lost money for two years, it will send it to the depot and sell it, then remove the misconnected station and line.

baysupercool
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Re: CivilAI

Post by baysupercool » 25 Apr 2019 20:16

The ai chashed while trying to buy a ship even though there are no ships
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Re: CivilAI

Post by PikkaBird » 01 Jul 2019 06:13

andythenorth wrote:
30 Jun 2019 09:00
Entertainment unbounded :)
Hey, it works, doesn't it? ;)

Bit busy for OpenTTD stuff at the moment, I'm afraid. The bugs are being noted, I'll be back!

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Re: CivilAI

Post by Wormnest » 20 Sep 2019 21:06

CivilAI crashed, not sure when since I had it running in the background. Not sure how useful a savegame is in this case, I have it if you need it. Older version of the savegame is posted in the EmotionAI thread.
Error: Cannot iterate null, see screenshot.
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