NAAI

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.

Moderator: OpenTTD Developers

Post Reply
Misha
Engineer
Engineer
Posts: 18
Joined: 21 Jul 2008 17:39

NAAI

Post by Misha »

As promised we release our AI. It's not a really nice AI, as it was designed to beat other AI's in the tjip challenge, not for joy with human competitors. And it's not really interesting, because we couldn't implement most of our ideas. :(

It can't even build a bus or truck line, but it still ended 4 (out of 9 or 10) in the tjip challenge due to station building at the end of the 10 years. :P Every station will increase the company value and that was the measure.

The accountant.nut will watch the money and with eventhandler.nut it will prevent going bankrupt. At least that is how it should be, I just did a game with Convoy and NAAI and NAAI went bankrupt... :roll: Funny was that Convoy also got declared bankrupt, because I added "this._jammer.DisableRoute();" in the main while-loop. :twisted: jammer.nut is a class that tries to make traffic jams. It is initially off, we haven't tested it well. All code is written in one day. Mainly by my teammate Thijmen.
Attachments
naai.zip
(6.97 KiB) Downloaded 231 times
Misha
Engineer
Engineer
Posts: 18
Joined: 21 Jul 2008 17:39

Re: NAAI

Post by Misha »

I have tested the jammer a bit now and it's very effective. It only checks for roads between towns for now, but it can send many AI's into bankrupcy. We should have enabled it in the tjip challenge.
User avatar
SirkoZ
Tycoon
Tycoon
Posts: 1518
Joined: 06 Mar 2004 23:51
Location: The sunny side of Alps

Re: NAAI

Post by SirkoZ »

A jammer?! :x

Make a proper AI instead of kicking-below-the-belt one. :idea:
kuifware
Engineer
Engineer
Posts: 26
Joined: 17 May 2008 21:10

Re: NAAI

Post by kuifware »

For the TJIP challenge the one and single goal was getting the highest company value after 10 years of game play --- exploiting loopholes in the game and blocking competitors was all allowed. The only thing that was not allowed, was crashing the game (by e.g. nesting AIModes or creating arrays of negative size).

Designing an AI that is fun to play with, is a slightly different challenge, but I think that most TJIP Challenge AIs can be converted to (or at least can serve as a base for) an AI that is fun to play with. Of course 'fun to play with' is not a truly objective measure, so this leaves plenty of room for differences between AIs.
User avatar
Michiel
Transport Coordinator
Transport Coordinator
Posts: 339
Joined: 13 Jul 2008 00:57
Contact:

Re: NAAI

Post by Michiel »

SirkoZ wrote:A jammer?! :x

Make a proper AI instead of kicking-below-the-belt one. :idea:
Now where's the fun in that? ;)
User avatar
Zutty
Director
Director
Posts: 565
Joined: 22 Jan 2008 16:33

Re: NAAI

Post by Zutty »

Wow another evil AI! :twisted:

I wouldn;t wantto play against this, but I'd like to test my AI against it as traffic and how to avoid congestion is something I am interested in.
PathZilla - A networking AI - Now with tram support.
Post Reply

Return to “OpenTTD AIs and Game Scripts”

Who is online

Users browsing this forum: No registered users and 16 guests