NoNoCAB

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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xarick
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Re: NoNoCAB

Post by xarick » 27 Feb 2018 18:21

NoNoCAB v5, the aircraft is bringing batteries, but the airport is not close enough to the toy factory.
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Formerly known as Samu

xarick
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Re: NoNoCAB

Post by xarick » 27 Feb 2018 18:52

NoNoCAB v5, dock blocks access to adjacent dock. Ship can't reach dock.
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Wormnest
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Re: NoNoCAB

Post by Wormnest » 28 Feb 2018 11:18

Thanks for reporting the problems. I thought I had those things fixed but apparently there's still some corner cases left.
I will have a look at it but it will probably take a while before i have time.

xarick
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Re: NoNoCAB

Post by xarick » 12 Nov 2018 22:54

Crash while upgrading rail
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xarick
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Re: NoNoCAB

Post by xarick » 22 Apr 2019 14:20

The index 'len' does not exist
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Wormnest
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Re: NoNoCAB

Post by Wormnest » 23 Apr 2019 23:22

Thank you everyone for the bug reports and comments here and on IRC. Version 6 is out now, available on bananas.

List of changes:
  • Fix: Crash if industry disappeared while we were building a route using it.
  • Fix: Crash when vehicleGroupID is null.
  • Fix: Crash when there is no rail track available for a certain train engine.
  • Fix: Airports could be built too far from an accepting industry.
  • Fix: Don't build dock if there is another dock next to us and turned towards us.
  • Fix: Make sure we don't get into an endless loop.
As always please report any crashes, bugs and other problems here. That way I can try to do something about it.

phobos2077
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Re: NoNoCAB

Post by phobos2077 » 08 Dec 2019 23:20

I've been playing a very long game (1850-1922 currently) with JGRPP and a day length of 2. Using Iron Horse, eGRVTS 2, av8 and FISH2. FIRS 3 is the industry set with "arctic basic" industry. I've added several different AI's to see how they perform, and what can I say...

- Convoy AI drags for a bit with it's road vehicles but inevitable becomes unprofitable and closes and a few years.
- Admiral AI fares much better initially. But after some time it also fails to keep the profits up.
- NoCab worked for a while but then started outright crashing so I had to disable it and replace with this fork... Which brings me to..

- NoNoCab holds strong for the whole time. It only has 2 trains for the entire map (though I haven't restricted it to not use trains, but have disabled "city to city" trains). It has around 500 RVs currently, a LOT of ships (it's an water focused map) and aircraft (zeppelins). And it makes profit... a whole damn lot of it. Currently AI company has around 30% more value than mine. Which is just astonishing assuming AI can't actually cheat? Don't really understand how it manages to make so much profit though. I guess it focuses less on trains which have very narrow profit margin in this set (Iron Horse), and more on ships which are extremely lucrative at all eras of the game.

So if NoNoCab is not cheating, I got to say this is an awesome competitor. Undercuts my attempts to maximize cargo delivery at every corner (so industries has to split cargo 50/50, leaving my lines less used). At one point it even built an airport right where I had planned it (bought land in a big 9x9 square, but forgot to buy blocks inside of the square... I was in for a surprise!). Builds a lot of tracks and roads which I can't remove but have to build over/under (which is a lot of fun). And most importantly it keeps the world look more realistic by connecting everything where I lacked attention to do so and keeps industries from closing down.

I wonder how can I undermine the station rating for AI so I can get a larger piece of the pie? :P Or should I just look for other opportunities? Since I've restricted it from using trains to connect cities, I got almost all of the passenger traffic for myself. Though in my game passengers don't make nearly as much profit as cargo does. But it is very fun to manage a huge cargodist network.

Wormnest
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Re: NoNoCAB

Post by Wormnest » 09 Dec 2019 21:27

Thank you for your kind words. I'm glad you like the way NoNoCab is working for you.

NoNoCab and all other AI's can't do things that normal human players can't do. If that is what you mean then no, NoNoCab doesn't cheat.
NoNoCab and it's predecessor NoCab try to compute the most profitable town/industry to town/industry connections and computes the expected profits for all available cargo types and then builds the ones that it expects to be the most profitable. Of course expectations don't always come true but in that case it will destroy that connection again after a while.

The amount of trains with NoNoCab, especially on larger maps are usually fairly low. The problem is that most profitable for trains are often fairly long routes. Making longer train routes for AI's is not that easy since there are a lot of things that can go wrong in finding a good spot for all the tracks both ways. Especially on hilly maps and/or maps with a lot of water it can be difficult for the pathfinder to find a route that works since an AI can only see ahead once square at a time.
Besides these technical difficulties things like high costs for trains and things like that of course also influence train routes being built.

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