AdmiralAI v25
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- Tycoon
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Re: AdmiralAI v22
This is easily the best AI, if only because 40 years into the game it's the only one that hasn't crashed (wright AI), gone bankrupt, or slowed the game down so much I had to stop_ai it (chooChoo).
Note: In my game there are no AI road vehicles or ships.
It does have some issues though.
a) As with Wasila above, it doesn't clear up stations. See screenshot. It's made 9 attempts (or at least there are 9 stations at each) to get from the coalmine in the bottom right to the power plant in the top left.
b) It builds airports, but doesn't use them. The first airports built are always small (game start year 1950), and these it uses. But then it also builds more airports later in the game but doesn't really use them. I'm wondering if it just builds them to use up the noise-limit. Some of these airports it's had for years but just not used. It's not short on money either (£47mil in the bank).
Note: In my game there are no AI road vehicles or ships.
It does have some issues though.
a) As with Wasila above, it doesn't clear up stations. See screenshot. It's made 9 attempts (or at least there are 9 stations at each) to get from the coalmine in the bottom right to the power plant in the top left.
b) It builds airports, but doesn't use them. The first airports built are always small (game start year 1950), and these it uses. But then it also builds more airports later in the game but doesn't really use them. I'm wondering if it just builds them to use up the noise-limit. Some of these airports it's had for years but just not used. It's not short on money either (£47mil in the bank).
Re: AdmiralAI v22
Hello,
I'm relativly new in this topic and I got a crash with Openttd an AdmiralAI v22.
It seems to be a problem with saving.
A screenshot is below.
Here some facts about my environment:
OpenTTD 0.7.5
win7 x64
3200x1200 res ^^
If you need more I try to find out
I'm relativly new in this topic and I got a crash with Openttd an AdmiralAI v22.
It seems to be a problem with saving.
A screenshot is below.
Here some facts about my environment:
OpenTTD 0.7.5
win7 x64
3200x1200 res ^^
If you need more I try to find out
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- admiralAI-v22-crash-log.png (18.37 KiB) Viewed 12381 times
Re: AdmiralAI v22
I want to report something. I started new game 512x512 with 7 Admiral AI's. They were coming one by one (default settings) and below you see what they did. Looks like every of them knew only one way to start his business. There were many other forests and treadmills close like that on my map but they still were choosing this location. Very similar situation also had place at coal mine and power plant, so they made same stupid mistake 2 times on one map. I think that it's natural to build own business somewhere where is no competition and then trying to sneak into other's business when your business is advanced enought.
EDIT: they did this 3rd time. I noticed that all Admirals build their stations at same time. It's like playing vs 1 guy with 6 clones.
EDIT: they did this 3rd time. I noticed that all Admirals build their stations at same time. It's like playing vs 1 guy with 6 clones.
Re: AdmiralAI v22
Well, that's exactly the case, isn't it? You are playing against seven instances (=clones) of the same AI...labm0nkey wrote:EDIT: they did this 3rd time. I noticed that all Admirals build their stations at same time. It's like playing vs 1 guy with 6 clones.
The problem here is that the AI seems to have a specific way of choosing the industries it wants to connect. And "stations already nearby" does not seem to be a parameter in its calculations (neither a random factor). Thus, multiple instances of the AI will always choose the same industry to start with.
Have you tried mixing different AIs? There are more than only AdmiralAI
Re: AdmiralAI v22
The amount already transported is a factor, but as soon as the road is build all others instances find that road, find that it connects the industries and that nothing was transported the last month, so it's a good opportunity to build a route there.
- planetmaker
- OpenTTD Developer
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Re: AdmiralAI v22
Admiral is doing well (top 3), but at a certain point it stops being profitable, changing its strategy for a reason I don't quite comprehend. Looking at some of the routes, it seems that from that point onward, his operation profit is eaten by failed building projects as the rail line shown in the attached screenshots.
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- station #1
- Neu Hahnmünster Transport, 20-02-1983.png (300.16 KiB) Viewed 12171 times
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- station #2, the other line end
- Neu Hahnmünster Transport, 23-02-1983.png (295.02 KiB) Viewed 12171 times
OpenTTD: manual | online content | translations | Wanted contributions and patches
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Re: AdmiralAI v22
Hey guys, i need help starting admiral ai, i get this message:
sorry for the bad picture
I have the librarys, and the tar files. AI and AI/Library maps, whats wrong?
sorry for the bad picture
I have the librarys, and the tar files. AI and AI/Library maps, whats wrong?
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- hora.jpg (36.48 KiB) Viewed 12102 times
Re: AdmiralAI v22
You need to download the FibonacciHeap library. You can do so either via the ingame content download system (the easy easy) or download it from http://noai.openttd.org/downloads/Libraries/. If you download it manually you'll have to extract the .gz file and put the tar or directory in "openttd-dir/ai/library/".
AdminralAI(v22) initializing error
Hi all! Not sure if this is the right location for this post but I'm just following what the dialog box wanted me to do...
I am running OpenTTD 1.0.0-RC1
The game was attempting to add the first computer opponent when this bug occured.
Attached is screenshot of the AI Debug console and a save game with the issue. Hopefully this will help. Thanks to the community for making this project happen!
Ross
I am running OpenTTD 1.0.0-RC1
The game was attempting to add the first computer opponent when this bug occured.
Attached is screenshot of the AI Debug console and a save game with the issue. Hopefully this will help. Thanks to the community for making this project happen!
Ross
Re: AdmiralAI v22
Thanks for your report, I'll take a look tomorrow to see if I can fix the problem.
Re: AdmiralAI v22
Hey Yexo,
I ran into the following crash when testing your AI, I only encountered it once in the zillion times I ran it agains NoCAB so it's not that common. I use OpenTTD 1.0.0-RC1 as a test platform. Cheers,
Bram
I ran into the following crash when testing your AI, I only encountered it once in the zillion times I ran it agains NoCAB so it's not that common. I use OpenTTD 1.0.0-RC1 as a test platform. Cheers,
Bram
Re: AdmiralAI v22
Congratulations for using newgrf stations (other ais refused to construct sth except default)!
But is unable to repair connections.
But is unable to repair connections.
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- Przechwytywanie.PNG (33.67 KiB) Viewed 11910 times
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
Re: AdmiralAI v22
I had an error with your AI, when testing my own AI.
I played in toyland (only for testing, I swear), when it suddenly crashed and showed this error:
I played in toyland (only for testing, I swear), when it suddenly crashed and showed this error:
Re: AdmiralAI v22
+ Admiral uses IRS stations
- Stations are left after failed contruction
- Stations are left after failed contruction
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- Przechwytywanie.PNG (37.31 KiB) Viewed 11544 times
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
AIAI - AI for OpenTTD
- planetmaker
- OpenTTD Developer
- Posts: 9432
- Joined: 07 Nov 2007 22:44
- Location: Sol d
Re: AdmiralAI v22
A small comment dedicated to this AI as based from my (short) competitive run with a number of other AIs: you did very well!
Best areas of improvements now seem to be from this brief test: add (more) train support and make use of them. Also while building statues and additional stations in many places helped to improve the income situation, more might have been gained at least in some places (just a guess, though), when adding e.g. long-distance train routes - you have the money to start it
Attached a screenshot which compares this AI with the best AI (AIAI) and the best train-using AI (simpleAI)
All in all: kudos, you did a great job
Best areas of improvements now seem to be from this brief test: add (more) train support and make use of them. Also while building statues and additional stations in many places helped to improve the income situation, more might have been gained at least in some places (just a guess, though), when adding e.g. long-distance train routes - you have the money to start it
Attached a screenshot which compares this AI with the best AI (AIAI) and the best train-using AI (simpleAI)
All in all: kudos, you did a great job
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: AdmiralAI v23
Finally a new version, not much new features so it's basically a bug-fix release. Most of the bugs reported so far have been fixed, if you find another bug (or an old bug still present) please report it here.
Changelog:
-Feature: don't use "AdmiralAI #" as company name, but add a nice suffix
-Feature: build the company headquarters
-Update to 1.0 api
-Change: continue the checking of routes even if we don't have enough money, some other routes might need to sell some vehicles
-Fix: crash in case Save() got called before Init() was complete
-Fix: loading any data from a savegame was broken
-Fix: Don't crash when encountering a heli port/station/depot because it may be a leftover from another AI
-Fix: don't remove bridges / tunnels when removing a dead end because those bridges / tunnels are most likely not part of it
-Fix: only sell (parts of) a station when all vehicles going to that station have been sold. This prevents problems with trains no longer being able to turn around
-Fix: don't use AIVehicle.SendVehicleToDepot for trains because they sometimes get send to a depot they can't easily reach
-Fix: terraforming can remove single roadbits when "build on slopes" is off, make sure to rebuild those roadbits
Download from bananas or the first post in this topic.
Changelog:
-Feature: don't use "AdmiralAI #" as company name, but add a nice suffix
-Feature: build the company headquarters
-Update to 1.0 api
-Change: continue the checking of routes even if we don't have enough money, some other routes might need to sell some vehicles
-Fix: crash in case Save() got called before Init() was complete
-Fix: loading any data from a savegame was broken
-Fix: Don't crash when encountering a heli port/station/depot because it may be a leftover from another AI
-Fix: don't remove bridges / tunnels when removing a dead end because those bridges / tunnels are most likely not part of it
-Fix: only sell (parts of) a station when all vehicles going to that station have been sold. This prevents problems with trains no longer being able to turn around
-Fix: don't use AIVehicle.SendVehicleToDepot for trains because they sometimes get send to a depot they can't easily reach
-Fix: terraforming can remove single roadbits when "build on slopes" is off, make sure to rebuild those roadbits
Download from bananas or the first post in this topic.
Re: AdmiralAI v25
My script to create a tar file was broken, so the directories didn't end up in the tar and as a consequence version 23 was broken. Version 24 is exactly the same but now with a working tar file on bananas.
Edit: I'm making a mess of it, v24 was also broken because main.nut was trying to include some experimental files that weren't in the tar. Version 25 is online which really works.
Edit: I'm making a mess of it, v24 was also broken because main.nut was trying to include some experimental files that weren't in the tar. Version 25 is online which really works.
Re: AdmiralAI v25
When I logged in, I saw the title: AdmiralAI v25. I started to wonder if the last version I saw was really v22, not something else
Congratulations on the new release!
And now AdmiralAI is dropped from the top of the download list on Bananas, we will have to wait for some time until this version is also downloaded 100.000 times...
Congratulations on the new release!
And now AdmiralAI is dropped from the top of the download list on Bananas, we will have to wait for some time until this version is also downloaded 100.000 times...
Re: AdmiralAI v25
That happens when you mess up releasing a new version . Version 22 was downloaded 143165 times from bananas and a few 100 times from the forums.
Re: AdmiralAI v25
Have a crash report.
Edit: Grr, seems I have an old version, so whatever it was is probably fixed already.
Edit: Grr, seems I have an old version, so whatever it was is probably fixed already.
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- Fundtown Transport, 1956-01-10.png
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