AI competition III + IV

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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Lord Aro
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Re: AI competition III + IV

Post by Lord Aro »

hmmm...

yeah, AroAI does not cope well with desert and arctic landscapes... i think it'll probably be better when cargo is (eventually) implemented
AroAI - A really feeble attempt at an AI

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planetmaker
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Re: AI competition III + IV

Post by planetmaker »

Brumi wrote:was that track in the upper right corner of your last screenshot built by SimpleAI or you?
I'm afraid that was my (only) train line with three coal trains so that my company was kept ingame.
By the way, I've already started some work to be compatibile with NewGRF trainsets (namely the UKRS and NARS), but ran into problems, like not finding which wagon can be attached to a multiple unit engine.
As for the roads, something can be done by modifying the penalties for the road pathfinder, maybe it will follow others' roads more. Testing the behaviour is not so easy though...
I guess you'll simply have to test the available wagons and possibly make internal notes - which you could also save within the savegame so that you don't have to re-establish that knowledge after a game is re-loaded. After all that's basically what you, as human player, do as well.

Wrt roads... it would be nice. Maps with AIs tend to be covered quite heavily with roads :-). That's understandable when the existing roads are jammed, but otherwise it makes building very difficult and doesn't look too convincing - even when it might be slightly more profitable, esp. as usually the build costs are negligible.

The savegame is attached to the first of these postings... so if you want to survey the result, feel free. Every NewGRF and AI should be available for easy download.
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Re: AI competition III + IV

Post by Hephi »

I would love it if MailAI would be included if you're doing a new run, it's not going to be a winner in profits but I'm hoping it will hold itself alive. Plus I could use some input on how my code is doing so I can improve it. Good read and great job running this competition!
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planetmaker
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Re: AI competition III + IV

Post by planetmaker »

Hephi wrote:I would love it if MailAI would be included if you're doing a new run,
Sure, I'll gladly add it to my next competition run :-) I added it to the list of competition participants in the tournament script, so it can't be forgotten ;-)

EDIT: And yes, a quick check shows me, that it most likely will get better rankings in the next one ;-) In a quick test against admiralAI it got 146/735 points on average (admiralAI got 380)
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Re: AI competition III + IV

Post by Kogut »

Thanks for testingm it is really interesting and appreciated.
planetmaker wrote:Something noteworth is IMHO the amount of roads build - something which all AI probably could still optimize and save a bit road building.
I started small testing.
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Lord Aro
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Re: AI competition III + IV

Post by Lord Aro »

much better!
...and your settings were? us AI devs can't improve things if we don't know what you changed ;)
AroAI - A really feeble attempt at an AI

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Re: AI competition III + IV

Post by Kogut »

Pathfinder parameters:

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cost.tile = 10;
cost.max_cost = 4000;          // = equivalent of 400 tiles
cost.no_existing_road = AIAI.GetSetting("no_road_cost");  
cost.turn = 1;                 // minor penalty for turns
cost.slope =   10;             //changed //  don't care about slopes
cost.bridge_per_tile = 4 + AIAI.GetSetting("no_road_cost"); 
cost.tunnel_per_tile = 4 + AIAI.GetSetting("no_road_cost");
cost.coast =   0;              // don't care about coast tiles
cost.max_bridge_length = 15;   // The maximum length of a bridge that will be build.
cost.max_tunnel_length = 15;   // The maximum length of a tunnel that will be build.
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