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 Post subject: WmDOT v14 [2016-08-29]
PostPosted: Fri Mar 25, 2011 8:48 am 
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Traffic Manager
Traffic Manager
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Joined: Tue Feb 01, 2011 12:41 pm
Posts: 226
Version 14 Released on August 29, 2016

-- What's New in v14 --
  • bug fixes (ship unloading)
-- What's New in v13 --
  • bug fixes (ship pathfinder timing out and buying non-existent companies)
  • ship pathfinding speed ups
-- What's New in v11 --
  • Delete extra ships; name ships
  • Grid based-pathfinding
  • Freeways!
Image
-- What's New in v10 --
  • Dynamically add ships
  • No longer builds ship depots next to docks
-- What's New in v9 --
  • Added support for FIRS' water-based industries. Requries FIRS v0.7.1 or newer.
  • Bug fixes (to work with SuperLib and updated API)
  • Requires v1.2 of the API, so probably OpenTTD 1.2-RC-1 or newer
-- What's New in v8 --
  • Various improvements and bug fixes (details)
-- What's New in v7 --
  • Operation Hibernia - a revenue source! Transports Oil from Oil Rigs to Oil Refineries
Image
  • Now requires MetaLibrary v2 and SuperLib v19
-- What's New in v6 --
  • Builds less of a road mess in late game (pic)
  • Fixes bug where WmDOT would crash if it couldn't build HQ
  • Now requires MinchinWeb's MetaLibrary v1 (available on Bananas)
-- What's New in v5 --
  • Now starts superfast (within ~15 days) even on the largest maps
  • Now requires SuperLib v7
--What's New in v4 --
  • Changes to pathfinder allowing in to run in 1/20 the time in some cases
  • Double check the road got built
  • Fix problem that was crashing WmDOT on savegame loading (thanks Zuu)
  • Rewrite the innerards to make expansion easier
  • requirements are now SuperLib v6 and Binary Heap v1
-------

I present my AI - WmDOT (short for William's Department of Transportation).

What WmDOT does is build out the highway network rather than compete with you. It select a capital and builds out the highway network from there, with higher weightings on connecting cities that are higher in population and close together. It can work through a 256x256 map inside a couple of years.

It is also designed to allow multiple instances to work together (each instance selects its own capital/starting point).

Full Buildout
Image

Multiple Instances in action
Image

Available here on or Bananas.

Requires SuberLib v37 and MetaLibrary v8.


Attachments:
File comment: WmDOT v14
WmDOT-14.tar [160 KiB]
Downloaded 72 times

_________________
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department


Last edited by MinchinWeb on Mon Aug 29, 2016 10:36 pm, edited 18 times in total.
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 Post subject: Re: WmDOT v2
PostPosted: Fri Mar 25, 2011 9:00 am 
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Transport Coordinator
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Congratulations, always nice to see a new AI! I look forward to trying it out. Looks like your building style makes you a new best friend for Rondje ;-)

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 Post subject: Re: WmDOT v2
PostPosted: Fri Mar 25, 2011 4:47 pm 
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Chairman
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Joined: Sat Jul 18, 2009 5:54 pm
Posts: 873
I downloaded it from Bananas, it doesn't work 'out of the box'. I had to copy your road pathfinder to the library directory. Could you come up with a solution so that this won't be needed?


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 Post subject: Re: WmDOT v2
PostPosted: Fri Mar 25, 2011 5:57 pm 
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Tycoon
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Posts: 1494
Location: The sunny side of Alps
Brumi wrote:
I downloaded it from Bananas, it doesn't work 'out of the box'. I had to copy your road pathfinder to the library directory. Could you come up with a solution so that this won't be needed?
And I just downloaded it... Good thing I didn't try it out yet...

By the way - for the revenue stream you can make some airplanes between reasonably sized towns (=accept goods) or if aircraft are disabled, you can make some bus routes between same towns...

_________________
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.

Keep 'em rollin'!


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 Post subject: Re: WmDOT v3
PostPosted: Fri Mar 25, 2011 6:43 pm 
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Traffic Manager
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Posts: 226
Michiel wrote:
I downloaded it from Bananas, it doesn't work 'out of the box'. I had to copy your road pathfinder to the library directory. Could you come up with a solution so that this won't be needed?

Version 3 is up (here and Bananas) that should solve the issue. I've moved the pathfinder to a dedicated file rather than trying to use it as a library. Maybe I can convince them to update the Road Pathfinder in the meantime...

Brumi wrote:
By the way - for the revenue stream you can make some airplanes between reasonably sized towns (=accept goods) or if aircraft are disabled, you can make some bus routes between same towns...

I'm in the process of examining the possibilities... I have a few ideas but both of your suggestions are probably the easiest to program... Stay tuned :wink: At this point, I mostly wanted to get it out there - the exposure helps move the project along :)

_________________
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department


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 Post subject: Re: WmDOT v3
PostPosted: Fri Mar 25, 2011 11:19 pm 
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OpenTTD Developer
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Joined: Mon Jun 09, 2003 6:21 pm
Posts: 4532
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I've noticed that your info.nut does not contain this code:
Code:
   function UseAsRandomAI()  { return false; }


If you include it, the AI will not be selected by OpenTTD as a random AI. You might want to consider this for AIs which has the main purpose of providing background services rather than operating transport companies.

However, if your plan is to actually operate bus/truck transport on your highways, then I don't see any reason why your AI can't be included as a random AI.

_________________
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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 Post subject: Re: WmDOT v3
PostPosted: Mon Mar 28, 2011 10:57 am 
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Engineer
Engineer

Joined: Mon Apr 16, 2007 7:50 pm
Posts: 45
Location: Louvain
I love the idea of a road making AI, now if only we could implement
toll roads
or a
yearly (monthly) tax from every player so that it could go on forever...

But that would need a complete re-organisation of the game I fear...

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The Holy Church of Iggy the Inuit


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 Post subject: Re: WmDOT v3
PostPosted: Thu Mar 31, 2011 2:01 am 
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Engineer
Engineer

Joined: Sun Mar 27, 2011 3:12 am
Posts: 12
cant you make an ai hack in its own money?


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 Post subject: Re: WmDOT v3
PostPosted: Thu Mar 31, 2011 6:47 am 
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Tycoon
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Joined: Thu Jun 25, 2009 4:42 pm
Posts: 2364
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No, that would be cheating, and AIs can't cheat (apart from the original AI, which is gone)

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AroAI - A really feeble attempt at an AI

It is practically impossible to teach good programming to students that have had a prior exposure to BASIC: as potential programmers they are mentally mutilated beyond hope of regeneration. --Edsger Dijkstra


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 Post subject: Re: WmDOT v3
PostPosted: Thu Apr 07, 2011 8:31 pm 
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OpenTTD Developer
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Joined: Mon Jun 09, 2003 6:21 pm
Posts: 4532
Location: /home/sweden
When loading a game with this AI I get an error:
Attachment:
Unnamed, 2nd Feb 1987.png [66.35 KiB]
Downloaded 7 times

_________________
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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 Post subject: Re: WmDOT v3
PostPosted: Thu Apr 07, 2011 10:46 pm 
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Traffic Manager
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Joined: Tue Feb 01, 2011 12:41 pm
Posts: 226
Zuu wrote:
When loading a game with this AI I get an error:
Attachment:
Unnamed, 2nd Feb 1987.png

Thanks for the report Zuu. It seems fixing one problem (rebuilding HQ on reload) has created another (a missing function). :( The function in question has been written, so I'll try an post an update tomorrow. In the mean time, destroying the company HQ, and then reloading the AI would allow you to continue.

P.S. Thanks for your SuperLib!

_________________
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department


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 Post subject: Re: WmDOT v3
PostPosted: Fri Apr 08, 2011 6:51 am 
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OpenTTD Developer
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No hurry. Just wanted to make you aware of it.

MinchinWeb wrote:
P.S. Thanks for your SuperLib!

I'm glad that you found it useful. I've noticed that in the current version Log.Warning does produce an AILog.Error() call. This will be fixed in the next release, but I don't see it as a very important issue, just though it might be useful to know if you try to use it and don't get the expected behaviour.

_________________
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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 Post subject: Re: WmDOT v4
PostPosted: Fri Apr 08, 2011 3:18 pm 
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Traffic Manager
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Joined: Tue Feb 01, 2011 12:41 pm
Posts: 226
Version 4 is now up that fixes the savegame loading bug Zuu mentioned.

Upcoming, I hope to do something so it doesn't bog down near so bad on large maps, and eventually to bring food and water to towns to help them grow...

_________________
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department


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 Post subject: Re: WmDOT v5
PostPosted: Mon Apr 18, 2011 6:15 pm 
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Tycoon
Tycoon

Joined: Sun Apr 08, 2007 4:07 am
Posts: 1884
Hello MinchinWeb,

I really liked the idea of this AI when I found it by chance on BaNaNaS, and used it in a game, along with TownCars, for some nice eyecandy and obstacles.
It started out fine building a nice road network between the towns, but later on it began messing up the routes, like you can see on the screenshot. I did use the company change cheat to give both AIs a nice amount of cash to work with, and later used it again to clean up some mess WmDOT made in an area that I needed to build in.

Notice that version 4 (revision 52d) of your AI is used, guess that was the newest version around when I started the game. OpenTTD version is 1.1.0.


Attachments:
Gunston Transport, 1983-08-07.png [384.25 KiB]
Downloaded 5 times

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* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

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My patches
check my wiki page (sticky button) for a complete list

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 Post subject: Re: WmDOT v5
PostPosted: Mon Apr 18, 2011 7:06 pm 
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Tycoon
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Joined: Thu Mar 19, 2009 7:25 pm
Posts: 2544
Location: Kent
I tried this AI, and it crashed straight out of the box.


Attachments:
British Transport Agency, 24th Jul 2014.png [406.56 KiB]
Downloaded 5 times

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 Post subject: Re: WmDOT v5
PostPosted: Tue Apr 19, 2011 9:55 am 
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Traffic Manager
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Joined: Tue Feb 01, 2011 12:41 pm
Posts: 226
Thanks for the reports... My internet is currently down :cry: so it might be a couple of days before I get the fix posted...

_________________
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department


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 Post subject: Re: WmDOT v5
PostPosted: Sun Apr 24, 2011 3:36 pm 
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Transport Coordinator
Transport Coordinator

Joined: Mon Jul 23, 2007 3:13 pm
Posts: 294
Location: Somewhere in this page
You lucky few - whenever I get WmDOT - I merely get a failed to compile /WmDOT-3/ and a failed to compile /WmDOT-5/.

EDIT: Downloaded from BaNaNas

Matthew:out

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I thought not.


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 Post subject: Re: WmDOT v5
PostPosted: Sun Apr 24, 2011 4:34 pm 
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OpenTTD Developer
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Joined: Mon Jun 09, 2003 6:21 pm
Posts: 4532
Location: /home/sweden
Which OpenTTD version did you use?

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My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)


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 Post subject: Re: WmDOT v5
PostPosted: Sun Apr 24, 2011 6:18 pm 
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Tycoon
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Joined: Thu Mar 19, 2009 7:25 pm
Posts: 2544
Location: Kent
Openttd Stable 1.1.0

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 Post subject: Re: WmDOT v6
PostPosted: Thu Apr 28, 2011 6:02 pm 
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Traffic Manager
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Joined: Tue Feb 01, 2011 12:41 pm
Posts: 226
Roujin wrote:
Hello MinchinWeb,

I really liked the idea of this AI when I found it by chance on BaNaNaS, and used it in a game, along with TownCars, for some nice eyecandy and obstacles.
It started out fine building a nice road network between the towns, but later on it began messing up the routes, like you can see on the screenshot. I did use the company change cheat to give both AIs a nice amount of cash to work with, and later used it again to clean up some mess WmDOT made in an area that I needed to build in.

Notice that version 4 (revision 52d) of your AI is used, guess that was the newest version around when I started the game. OpenTTD version is 1.1.0.


Just for you Roujin, I added a "Cleanup Crew" to WmDOT, new for version 6. It helps, but isn't perfect. You see, WmDOT will (now) only build one road between each town pair, but later on, those town pairs can be across the map. The result is WmDOT will still sometimes build several routes parallel to each other. I'm not sure how to fix the problem more as WmDOT really has no conception of the network as a whole or really the map as a whole. Suggestions on how to improve this are welcome!

Unfortunately, this won't help you with your current game as the Cleanup Crew is run as part of the building procedure.

Below is a sample of the improvement Cleanup Crew makes. It's the same map, run for ~30 year with WmDOT v5 and ~40 years with WmDOT v6.
Image


Attachments:
File comment: WmDOT v5 vs v6
With Cleanup Crew v1.png [75.8 KiB]
Downloaded 5 times

_________________
Alberta Town Names - 1500+ real names from 'Acme' to 'Zama City'
MinchinWeb's Random Town Name Generator - providing 2 million plus names...
WmDOT v13 - An AI that doubles as your highway department


Last edited by MinchinWeb on Thu Apr 28, 2011 6:07 pm, edited 1 time in total.
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