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Re: AIAI zeta (46) version
Posted: 25 Nov 2010 21:36
by Kogut
Known problems:
- train engines are not replaced
- adding trains to route is not working
- AIAI with enabled trains have worse start than with disabled
- not AI friendly brake vans in Japan Set
- stupid rail builder builds depot in stupid place
- too high pf time limit for second track
- RV with very small cargo capacity are confusing
Re: AIAI zeta (46) version
Posted: 23 Feb 2011 21:32
by Zuu
After a 35 year long AI battle (from 1950 to 1985), your AI is soon to get bankrupt.
I've noticed that your AI has very good serviced stations. Out of 80 stations, only two of them have waiting cargo. On many stations there are several trucks loading cargo. Perhaps some of these could be sold to give a better profit margin?
Re: AIAI zeta (46) version
Posted: 24 Feb 2011 13:13
by Kogut
Selling should happen but my method is likely to be destroyed be LongVehicles.
Re: AIAI zeta (46) version
Posted: 05 Apr 2011 14:46
by redheat
Having trouble installing the AIAI by hand (cant go online) - can you please advise?
I put graph.aystar-6 into ai/library, as well as queue.binaryheap-1.
Still I get the error that the library graph.aystar is not found. What's wrong?
Thx for your advise.
Re: AIAI zeta (46) version
Posted: 05 Apr 2011 15:12
by Lord Aro
graph.aystar-4 is required for the road pathfinder (it should be updated, i know

)
Re: AIAI zeta (46) version
Posted: 06 Apr 2011 07:12
by redheat
Ok I see.
Where can I find version 4? Its not linked any more on the bananas front page.
Edit:
Found it via goolge on
http://noai.openttd.org/downloads/Libraries/
Re: AIAI zeta (46) version
Posted: 12 May 2011 12:07
by bokkie
I was playing with some AI's in a cargodest game with some NewGRF's and AIAI was doing pretty well! It is pretty good at looking for opportunities in cargo delivery with vehicles. TransAI got bankrupt multiple times and SimpleAI didn't know what to do somehow so AIAI was the best AI by far.
Re: AIAI zeta (46) version
Posted: 24 May 2011 08:11
by Kogut
bokkie wrote:I was playing with some AI's in a cargodest game with some NewGRF's and AIAI was doing pretty well! It is pretty good at looking for opportunities in cargo delivery with vehicles. TransAI got bankrupt multiple times and SimpleAI didn't know what to do somehow so AIAI was the best AI by far.
It sounds good!
Re: AIAI zeta (46) version
Posted: 01 Jun 2011 14:47
by Brumi
In my recent test, I spotted this using the version of AIAI with train support:
Re: AIAI zeta (46) version
Posted: 05 Jun 2011 05:21
by Kogut
Re: AIAI zeta (46) version
Posted: 05 Jun 2011 05:22
by Kogut
Bugs:
Longvehicles bug:
http://www.tt-forums.net/viewtopic.php?p=931701#p931701
Toyland bug:
http://www.tt-forums.net/viewtopic.php?p=949897#p949897
Test map:
http://www.tt-forums.net/viewtopic.php? ... 68#p774726
Known problems:
- train engines are not replaced
- adding trains to route is not working
- AIAI with enabled trains have worse start than with disabled
- not AI friendly brake vans in Japan Set
- stupid rail builder builds depot in stupid place
- too high pf time limit for second track
- RV with very small cargo capacity are confusing
Re: AIAI eta (49) version
Posted: 23 Oct 2011 18:14
by Kogut
Known problems:
- RV with very small cargo capacity are confusing
- Test map: viewtopic.php?f=65&t=42468#p774726
- Sometimes after train upgrade AI should sell part of trains
FIXED: "for some reason hundreds of wagons are sitting in a train depot without a locomotive"
FIXED: adding trains to route is not working
FIXED: train engines are not replaced
FIXED: brake vans in Japan Set
Code: Select all
function RailBuilder::GetBrakeVan()
{
local wagons = AIEngineList(AIVehicle.VT_RAIL);
wagons.Valuate(AIEngine.IsWagon);
wagons.RemoveValue(0);
wagons.Valuate(AIEngine.IsBuildable);
wagons.RemoveValue(0);
wagons.Valuate(AIEngine.CanRunOnRail, AIRail.GetCurrentRailType());
wagons.RemoveValue(0);
local cargo_list=AICargoList();
for (local cargoIndex = cargo_list.Begin(); cargo_list.HasNext(); cargoIndex = cargo_list.Next()){
wagons.Valuate(AIEngine.CanRefitCargo, cargoIndex);
wagons.RemoveValue(1);
}
if(wagons.Count() == 0){
Error("No brake van on the current track (" + AIRail.GetCurrentRailType() + ").");
} else {
wagons.Valuate(AIEngine.GetMaxSpeed);
return wagons.Begin();
}
}
FIXED: airport selection bug (AIAI ignored small airport)
FIXED: bug in debugging function
FIXED: too many airplanes directed to airport
FIXED: bug on large-map-scan
FIXED: railtypes (Japan trainset etc)
CHANGED:"Longvehicles" bug: viewtopic.php?p=931701#p931701 (now it rather agressive and may start "sell RV->buy RV-> sell RV etc" cycle )
BROKEN: unable to load saves from previous versions
Superlib version bumped to 6
DONE: better error handling
DONE: max number of trains in station name
DONE: store depot tile location in station name
DONE: better behaviour in games with vehicles never expiry (floods of low quality aircrafts)
Re: AIAI eta (49) version
Posted: 23 Oct 2011 20:16
by Zuu
Kogut wrote:Superlib version bumped to 6
In headers.nut, you import version 7. Also, mind that as far as I know, BaNaNaS have a limitation that you can only select the last version of a library as dependency. This unfortunately means that new users of OpenTTD will not get the correct SuperLib version when they select to download AIAI whenever you decide to upload this version to BaNaNaS.
If you don't feel like spending the time required to upgrade to SuperLib 13, you could include SuperLib 7 inside your source code. I think you would only need minor if any modifications to it to get it work. As long as you use GPL2 that would be perfectly legal even without my permission. It could however mean more work in the long run as well as duplicating code on bananas. But from a technical and legal point of view it is possible. Although, a better solution would be to fix BaNaNaS to allow dependencies to older libraries or pushing AIAI up to SuperLib 13.
Re: AIAI eta (49) version
Posted: 23 Oct 2011 22:54
by planetmaker
Zuu wrote:Although, a better solution would be to fix BaNaNaS to allow dependencies to older libraries or pushing AIAI up to SuperLib 13.
IIRC such work is (slowly) in the making.
Re: AIAI eta (49) version
Posted: 24 Oct 2011 15:46
by Kogut
Zuu wrote:In headers.nut, you import version 7
Strange.
Zuu wrote:pushing AIAI up to SuperLib 13.
It is planned.
Re: AIAI eta (49) version
Posted: 25 Oct 2011 06:54
by Kogut
Kogut wrote:Zuu wrote:In headers.nut, you import version 7
Strange.
Zuu wrote:pushing AIAI up to SuperLib 13.
It is planned.
Code: Select all
import("util.superlib", "SuperLib", 7); //http://www.tt-forums.net/viewtopic.php?p=960013#p960013 - przed up do 10
from headers.nut
Re: AIAI eta (50) version
Posted: 25 Oct 2011 14:21
by Kogut
New version, with additional bugfixes.
Re: AIAI eta (50) version
Posted: 25 Oct 2011 15:49
by Kogut
Random bugfixes, slightly better AI log.
Re: AIAI eta (51) version
Posted: 07 Nov 2011 22:48
by Kogut
New version, bananas ready!
DONE: SuperLib updated to v15
DONE: ConvertRailCrossingToBridge is imported in proper way
DONE: better debug output (still terrible)
FIXED: YA crash bug
Re: AIAI eta (52) version
Posted: 21 Nov 2011 20:20
by Kogut
As I noticed Superlib v15 is in a fruit store, so a new version of AIAI is ready for official publication!
EDIT: random stat, cumulated download count reached 169054. Woooho!