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Who told the AI about long bridges?
Posted: 04 Mar 2007 17:27
by mpettitt
Yes, I know the
AI isn't the brightest of creatures, but this showed me just how daft it can be... Actually, I was going to only show the first pic, but then it excelled itself in daftness!

Posted: 04 Mar 2007 18:17
by DeletedUser21
2 Questions:
1. What is the general idea about the massive landscaping the
AI does?
2. Why do they always use the 'wooden' bridge for long distances?

Posted: 04 Mar 2007 18:37
by mpettitt
Good point about the massive landscaping... At one point, I thought it was responding to the music playing (in another program), because it seemed to be rather like the graphic equaliser displays you get...
Posted: 04 Mar 2007 18:47
by Bad Hair Day
AI stupidity is reknown, but that? I think it's reached a new level there...
Posted: 04 Mar 2007 19:03
by Ailure
I'm not sure what Chris Sawyer was on when he did the bridge-selecting algorithm for the
AI. It seems to screw up and go with wood on really long bridges. At least it's not as bad when you use Pikkabirds bridge, as it replaces the wooden one.

Posted: 04 Mar 2007 19:21
by DaleStan
AI: Artificial Idiocy.
Posted: 04 Mar 2007 19:24
by Ameecher
DaleStan wrote:AI: Artificial Idiocy.
no.
AI:
Actual Idiocy
Posted: 04 Mar 2007 19:41
by metalangel
Isn't the wooden bridge the only one which can be built to such a ludicrous length?
Unfortunately, I don't have the picture any more of a Locomotion game where the AI built an enormous bridge across the Bristol Channel to Cardiff... with a bus terminal on the end. The bus terminal was about 3 squares offshore. So the bus would leave Bristol, travel along this enormous bridge, and stop in the terminal perched on the end. Passengers presumably had to swim from the terminal to the city.
Posted: 04 Mar 2007 20:18
by BBoy Symm
metalangel wrote:Isn't the wooden bridge the only one which can be built to such a ludicrous length?
Unfortunately, I don't have the picture any more of a Locomotion game where the AI built an enormous bridge across the Bristol Channel to Cardiff... with a bus terminal on the end. The bus terminal was about 3 squares offshore. So the bus would leave Bristol, travel along this enormous bridge, and stop in the terminal perched on the end. Passengers presumably had to swim from the terminal to the city.
I believe suspension bridges can be very long aswell.
Posted: 04 Mar 2007 20:22
by Ben_K
metalangel wrote:Isn't the wooden bridge the only one which can be built to such a ludicrous length?
I had a feeling that may be the case... Think I may have to go and investigate.
Posted: 04 Mar 2007 20:32
by RainierWatcher
Any bridge can be built to that length (except the short length bridges as fhey were originally), but the wooden bridge is cheapest by far, but it is useless.
Later on the tubular bridges at long length are good, a lot faster too. I have seen AI use them, but not often.
Posted: 05 Mar 2007 20:03
by Lordmwa
I have a game where the
AI isnt doing too badly although good is a term i would deffinatley not use.
mpettit wrote:1. What is the general idea about the massive landscaping the AI does?
It does massive landscaping but the towns still think they are gods.
Posted: 05 Mar 2007 20:07
by Maedhros
Mr. X wrote:What is the general idea about the massive landscaping the AI does?
As far as I know (although I haven't checked) it's random. It reshapes the landscape randomly until it finds something it can use. Oh, and it doesn't pay for it either.
Posted: 05 Mar 2007 20:09
by CMircea
And it does that by digging holes and filling them up.
Posted: 05 Mar 2007 20:24
by BBoy Symm
They're searching for gold because that's the only way for them to make any profit..
Posted: 05 Mar 2007 20:28
by Rubidium
Desolator wrote:And it does that by digging holes and filling them up.
That's why it's called randomly. Furthermore the
AI has no notion of foundations, so it can only lay rail of flat land and flat slopes, i.e. 2 times 2 adjacent corners at the same level.
Posted: 05 Mar 2007 22:35
by DeletedUser21
Well anyway, even that the
AI cheats with landsc... terraforming for free, we still win. (If the
AI would look the game from his point of view then it would think that we cheat by having an IQ above room temperature.

)
So they may cheat all they want for me. It won't help them.

Posted: 06 Mar 2007 08:11
by mno
Does the
AI also not pay for laying rail? I love watching it lay its tracks: it first lays them in an impossible coil combination, then realizing it has nowhere to go, deletes it all. Then builds the exact same thing again.

Posted: 06 Mar 2007 16:47
by DudeWheresMyTank
i think AI pays for construction. The funniest is when you see the AI build 1 airport, and then spend years trying to landscape a 2nd site for a 2nd airport. They'll have a plane sitting at the first airport gathering maintenance costs and eventually run out of money and go bankrupt
The AI really needs to be able to level land between point A and B between where it wants to go. If 1 elevation doesn'tn work, it should try another. That would be much more efficient than randomly altering land levels until it can build an unnecessary coil through it
Posted: 06 Mar 2007 17:27
by RMJ
A.I programming simply wasnt that far ahead back then, as it is now. But yeah could be cool if anyone one could improve that or make a new one. But i bet its no an easy task
