CPU 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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mousetail
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CPU AI

Post by mousetail » 22 Mar 2014 08:56

Trujillo Transport, 15th Oct 1951.png
2 of them completing the same subsidy
(140.58 KiB) Downloaded 2 times
I just made a road AI.
It builds road routes in the biggest cities and completes subsidies.
Please tell me what you think of it.
Attachments
CPU1.tar
(21.5 KiB) Downloaded 1013 times
Last edited by mousetail on 25 Mar 2014 12:51, edited 4 times in total.
my AI: CPU, SnakeAI

Brumi
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Re: CPU AI

Post by Brumi » 22 Mar 2014 11:53

When downloaded from bananas, it doesn't show up in the list of AIs. I believe AIInfo::GetVersion should return an integer.

Anyway, in my first game, it built a station which is inaccessible from the road. The poor bus cannot make a profit.
station.png
station.png (62.41 KiB) Viewed 8737 times
Sometimes it really spams the area with debug signs, and the buses are running without orders:
debug signs.png
(279.45 KiB) Downloaded 2 times

mousetail
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Re: CPU AI

Post by mousetail » 22 Mar 2014 11:59

thanks for responding so quicly, I actually uploaded a wrong version, so it should work on bananas now. I will work on making more settings.

edit: Did it
my AI: CPU, SnakeAI

krinn
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Re: CPU AI

Post by krinn » 22 Mar 2014 14:43

mousetail, don't let Brumi try your AI, his computer always manage to let your ai fail at connecting a station on slopes ! It's like a special skill

Brumi
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Re: CPU AI

Post by Brumi » 22 Mar 2014 15:08

:lol:
So true...

mousetail
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Re: CPU AI

Post by mousetail » 25 Mar 2014 12:50

Version 1.2 released. It now replaces crashed/old vehicles and destroys vehicles that don't make a profit. I hope to release 2.0 at the end of the week, that actually makes a profit.
my AI: CPU, SnakeAI

mousetail
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Re: CPU AI

Post by mousetail » 31 Mar 2014 12:35

New version. Now builds drive-through road stations and checks if subsidies are profitable before completing them, as well as some bug fixes with checking if orders are valid before completing them. I got delayed because my computer broke so version 2 will have to come later.
my AI: CPU, SnakeAI

noname1208
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Re: CPU AI

Post by noname1208 » 15 Oct 2014 15:15

It's a good AI, but one suggestion would be to have the debug signs turned off by default as I have seen close to a hundred signs produced around a town before and when choosing random AI's I cannot tell it myself to disable debug signs.

Overall though I like it

potatomy
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Joined: 16 Nov 2015 02:58

Re: CPU AI

Post by potatomy » 16 Nov 2015 03:04

This AI is awesome! :bow: It's not too hard to compete against, but doesn't act stupid. Good for new and experienced players. :) The signs that say stuff like "build depot" kinda get in the way. :|

Alberth
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Location: home

Re: CPU AI

Post by Alberth » 16 Nov 2015 06:51

You can simply hide signs by other players
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

xarick
Transport Coordinator
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Re: CPU AI

Post by xarick » 22 Apr 2016 10:40

Spamming bus stations
Attachments
autosave10.sav
(1.58 MiB) Downloaded 237 times
CPU #16, 1994-12-24.png
CPU #16, 1994-12-24.png (151.61 KiB) Viewed 4134 times
openttdCore5.cfg
(11.03 KiB) Downloaded 161 times
Formerly known as Samu

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