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Re: Terron AI

Posted: 09 Jun 2012 12:52
by Kenionatus
Bug report:
See added picture.

Re: Terron AI

Posted: 10 Jun 2012 11:21
by svetovoi
hmm, what is your openttd version?

Re: Terron AI

Posted: 10 Jun 2012 11:31
by Kenionatus
OpenTTD 1.0.4
for ubuntu natty

Re: Terron AI

Posted: 10 Jun 2012 11:47
by svetovoi
yes, i checked and 1.0.4 don't have that field for class AIIndustryType class.
i've made AI with 1.1 in mind which does have it.
See
1.0.4 version http://noai.openttd.org/docs/1.0.4/clas ... yType.html
vs 1.1 http://noai.openttd.org/docs/1.1.0/clas ... yType.html

there can be workaround in this particular case, but i don't know how many other compatibility issues you may face further, so sorry but all i can is to recommend you 1.1 or higher openttd version :(

Re: Terron AI

Posted: 10 Jun 2012 12:20
by frosch
You should set the API version to "1.1" in info.nut then :)

Re: Terron AI

Posted: 10 Jun 2012 13:01
by svetovoi
now i wonder how could i missed that :p

@Kenionatus you can try to change missed fields references to their values which seen in 1.1 link i posted, maybe version difference will not be so crucial after all.

Open TTD- AMG AI Tournament #1 [Winner Terron AI ]

Posted: 26 Oct 2012 21:29
by imortal98
Hey Just wanted to congratulate you on winning the Open TTD- AMG AI Tournament #1 that i made.

Very nice AI , will be sure to use it A LOT from now on .

Image

Re: Terron AI

Posted: 28 Oct 2012 06:04
by svetovoi
Thanks.
It's strange that you didn't use Aviators NewGRF though. This one is a must IMO because default planes brings just too much money.

Re: Terron AI

Posted: 22 Nov 2012 19:07
by svetovoi
Well, it seems new version is almost ready. I've made everything i wanted before moving to trains.
AI looks stable enough but surely needs more testing. OpenTTD version 1.2.3 is required.

Most noticeable new features are road networks planning and raw resources gathering through transfer.
First one means that AI can find and build roads(starting from mines or farms) needed to e.g. supply specific town with goods or food. Opens many new possibilities but currently isn't free of problems.
The second feature looks like kind of network too and similar to already existing passengers transfer. You can see how it works in the picture below.
feature_screen.png
feature_screen.png (145.84 KiB) Viewed 6563 times
Readme(with AI settings description) and changelog are available from in-game AIs selection screen if you need them.

Edit: old file removed, new version on bananas.

Re: Terron AI

Posted: 22 Nov 2012 20:01
by Zuu
I wanted to test your new release but the last version on Bananas appear to be version 203.

Is there any reason why you didn't update it on Bananas?

Re: Terron AI

Posted: 23 Nov 2012 05:17
by svetovoi
Still beta, what can I say.
Optimization awaits, as do new awesome bugs. Particularly saving/loading with new truck mode has own issues.
And there is also gamescripts. Maybe i'll use SCP and add scripts support before going to bananas.

Plus I can't specify 1.2.x as version requirement in info.nut(). AI disappears from selection menu. Am i missed something? :?
AI says it needs 1.2 currently. Very important issue because I experienced game crash(!) with earlier OpenTTD versions. Seemed like AIEngine.GetMaximumOrderDistance was the cause(btw i saw similar bug reported in AIAI thread). Free access from bananas can create a lot of problems for 1.2 users.

Re: Terron AI

Posted: 23 Nov 2012 08:16
by Zuu
You can set 1.2.x as minimum version on Bananas. As for info.nut, there you should set 1.2 as API version. Have a look in the API or eg. any of my AIs for examples on how to do that.

Re: Terron AI

Posted: 26 Nov 2012 13:30
by svetovoi
Thanks, Zuu.

Tweaked version is on the content server.

Re: Terron AI

Posted: 05 Dec 2012 19:27
by Steffl
Hi,
last night I ran a little test game to test some AIs. Terron AI was very good. It takes the lead short after start and keeped it all the game. But when I later tried to load a savegame, Terron crashed.

Here's a screenshot and the save game file:
terron crashed.png
terron crashed.png (177.78 KiB) Viewed 1205 times

Re: Terron AI

Posted: 06 Dec 2012 13:04
by svetovoi
Thank you very much.
I fixed the bug. And several other problems.
New AI version(206) available on Bananas.

Re: Terron AI

Posted: 12 Dec 2012 13:22
by Mastermind
Hello,

Could you please tell me what I'm doing wrong?

Image

Thanks in advance!

Re: Terron AI

Posted: 12 Dec 2012 13:54
by Kogut
Unpack .gz archive, Openttd can read .tar but not other formats.

Re: Terron AI

Posted: 12 Dec 2012 17:32
by svetovoi
I could accidentally remove lib dependency.
I'll take a look tomorrow.

Re: Terron AI

Posted: 12 Dec 2012 21:40
by Zuu
Is it the AI version of the library that you have downloaded?

Eg. if you open library.nut in a text editor, can "AILibrary" be found in the file? If you find "GSLibrary" instead, you have the Game Script version of the library.

svetovoi wrote:I could accidentally remove lib dependency.
I'll take a look tomorrow.
Since version 3 of that library is now the current version for AIs, the dependency of version 2 can no longer be set in the Bananas web UI. The changes from version 2 to 3 are non-breaking. So all you need to do is to update all import statements in your code to reference version 3 and then set the dependency in bananas to version 3.


Edit: The fact that you cannot set old libraries as dependency is a known issue. Its something that I personally would like to see change to something better to avoid issues like this one. However so far noone have made a patch to solve the issue. The web UI is written in Django (Python).

Re: Terron AI

Posted: 13 Dec 2012 09:14
by svetovoi
Thanks for report, Mastermind, I've uploaded new version.
Zuu wrote:The fact that you cannot set old libraries as dependency is a known issue. Its something that I personally would like to see change to something better to avoid issues like this one.
Sure, would be nice.