[AI] CityLifeAI 3.0

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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How would you rate this AI?

5★ Metropolis
8
80%
4★ City
2
20%
3★ Town
0
No votes
2★ Village
0
No votes
1★ Hamlet
0
No votes
 
Total votes: 10

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Firrel
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Re: [AI] CityLifeAI 1.0

Post by Firrel »

kamnet wrote: 17 Mar 2024 19:42
Firrel wrote: 12 Jul 2021 18:58 Version 2.4 by WalkedBy (2021/10/10)
CityLifeAI-2.4.tar
It would be awesome if the above code change could be implemented, and then checked against OpenTTD 14 and uploaded to Bananas. This is a huge Quality of Life upgrade that many players don't know exists.
I fully agree, I neglected this projecty for far too long, so expect a new release relatively soon.
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kamnet
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Re: [AI] CityLifeAI 1.0

Post by kamnet »

Firrel wrote: 17 Mar 2024 19:47 I fully agree, I neglected this projecty for far too long, so expect a new release relatively soon.
Also it looks like somebody forked it and made some enhancements, might be worth looking into.
https://github.com/TransshipmentEnvoy/CityLifeAI
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Re: [AI] CityLifeAI 1.0

Post by Motorsheep »

Is it possible that this doesn't work anymore with OpenTTD V14?
I just found out about CityLifeAI, followed the instructions to a T, i.e. installed all the dependencies, but it's not doing anything. I checked the script debug window and all that happens is repeated demands for money - several times a month and for months on end, too. I've tried later start dates, too (1980), no dice.
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Re: [AI] CityLifeAI 1.0

Post by kamnet »

Motorsheep wrote: 24 Jun 2024 14:42 Is it possible that this doesn't work anymore with OpenTTD V14?
I just found out about CityLifeAI, followed the instructions to a T, i.e. installed all the dependencies, but it's not doing anything. I checked the script debug window and all that happens is repeated demands for money - several times a month and for months on end, too. I've tried later start dates, too (1980), no dice.
OpenTTD 14 included some changes that have broken several AIs, so I wouldn't be surprised.
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Firrel
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Re: [AI] CityLifeAI 3.0

Post by Firrel »

New update for CityLifeAI 3.0 is available in BaNaNaS
- mod: Merged changes of v2.4 into v1
- new: Parameter to control car density
- new: Parameters to obsolete slow cars (horses)
- new: Cars are bought sequentially several per town to spread them more evenly
- fix: Updated AIToyLib
- rem: Road building
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Re: [AI] CityLifeAI 3.0

Post by TransshipmentEnvoy »

Why is the roadbuilder removed? It seems to be working (at least in my own fork).
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Re: [AI] CityLifeAI 3.0

Post by WenSim »

TransshipmentEnvoy wrote: 18 Nov 2024 10:29 Why is the roadbuilder removed? It seems to be working (at least in my own fork).
Maybe because JGRPP already had that function.
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Re: [AI] CityLifeAI 3.0

Post by TransshipmentEnvoy »

WenSim wrote: 21 Nov 2024 17:56
TransshipmentEnvoy wrote: 18 Nov 2024 10:29 Why is the roadbuilder removed? It seems to be working (at least in my own fork).
Maybe because JGRPP already had that function.
JGRPP has an API for AI road building?
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Re: [AI] CityLifeAI 3.0

Post by WenSim »

TransshipmentEnvoy wrote: 21 Nov 2024 18:00
WenSim wrote: 21 Nov 2024 17:56
TransshipmentEnvoy wrote: 18 Nov 2024 10:29 Why is the roadbuilder removed? It seems to be working (at least in my own fork).
Maybe because JGRPP already had that function.
JGRPP has an API for AI road building?
Oh no, I mean the game can generate public roads that connects towns during map generation
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Re: [AI] CityLifeAI 3.0

Post by TransshipmentEnvoy »

WenSim wrote: 23 Nov 2024 18:31
TransshipmentEnvoy wrote: 21 Nov 2024 18:00
WenSim wrote: 21 Nov 2024 17:56

Maybe because JGRPP already had that function.
JGRPP has an API for AI road building?
Oh no, I mean the game can generate public roads that connects towns during map generation
Considering RaTT/Ufiby Road Set, these generated roads may still require an AI to upgrade...
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Re: [AI] CityLifeAI 3.0

Post by Firrel »

I wanted to release a stable version of the AI that will be usable from the content downloader. The road building between towns worked fine for easy use-cases, but could fail or create too many bridges. Also the addition to road building in JGRPP and the fact that the road is owned by the AI, so it will not be possible to upgrade it unless the AI does it, has a role in it. So I think it is better to let the game or GS handle road building. I would like to keep the parade part of it, when two towns are already connected, the parade will get going. But I guess it can be brought back under a parameter.
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