AI competition III + IV
Moderator: OpenTTD Developers
Re: AI competition III + IV
hmmm...
yeah, AroAI does not cope well with desert and arctic landscapes... i think it'll probably be better when cargo is (eventually) implemented
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
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
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
- planetmaker
- OpenTTD Developer
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Re: AI competition III + IV
I'm afraid that was my (only) train line with three coal trains so that my company was kept ingame.Brumi wrote:was that track in the upper right corner of your last screenshot built by SimpleAI or you?
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.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...
Wrt roads... it would be nice. Maps with AIs tend to be covered quite heavily with roads

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
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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MailAI, a casual postal service for openTTD.
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MailAI, a casual postal service for openTTD.
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- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: AI competition III + IV
Sure, I'll gladly add it to my next competition runHephi wrote:I would love it if MailAI would be included if you're doing a new run,


EDIT: And yes, a quick check shows me, that it most likely will get better rankings in the next one

OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: AI competition III + IV
Thanks for testingm it is really interesting and appreciated.
I started small testing.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.
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Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AI competition III + IV
much better!
...and your settings were? us AI devs can't improve things if we don't know what you changed
...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
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
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
Re: AI competition III + IV
Pathfinder parameters:
Code: Select all
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.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
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