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 Post subject: [AI] RailwAI
PostPosted: Sun Jul 29, 2018 3:07 pm 
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Engineer
Engineer

Joined: Sun Jul 22, 2018 8:30 pm
Posts: 5
Hi all!

I am happily proud to present you a new AI called RailwAI. RailwAI is a best-effort, random behaving artificial player that can use ships, trains and road vehicles. Available through Bananas.
Some features of RailwAI:
- Build railway lines with 2 tracks (I hope you like the building style)
- Build roads, tramways and canals
- Use different types of available trains, bridges etc.
- Connect multiple cities on a single passenger line
- Executing building plans will be continued when loading a savegame
- Sometimes things go wrong (blocked canals, too long trains), RailwAI will hopefully try to solve the problem
- Support for (hopefully) a lot of NewGRF without creating weird train combinations (like, putting freight carriages behind a passenger unit)
- Behaviour is random. A company might go bankrupt when expensive vehicles are bought.
- It is called RailwAI, but it accidentally has a preference for roads (because those are cheap)

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 Post subject: Re: [AI] RailwAI
PostPosted: Mon Jul 30, 2018 6:33 pm 
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Engineer
Engineer

Joined: Sun Jul 22, 2018 8:30 pm
Posts: 5
The AI was hardly transporting cargo in the intial version. I found a few bugs related to cargo, so I have pushed a second version to BaNaNaS.
Changelog of version 2:
  • Bus services should now always be between 2 different cities/villages, of which one is not too small.
  • Better search for suitable location to build a dock for ships
  • Faster switching from building 2 tracks over the full line to using 2 tracks partially
  • Bugfix: selecting a cargo type to transport now works properly
  • Bugfix: if ships are available, trains and trucks can still be used to transport cargo


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 Post subject: Re: [AI] RailwAI
PostPosted: Mon Jul 30, 2018 7:50 pm 
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Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13177
Location: The Netherlands
This sounds cool, a realistic railway building AI that also uses different vehicle types. When I run into spare time I will surely check this out.

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


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 Post subject: Re: [AI] RailwAI
PostPosted: Wed Aug 01, 2018 9:58 am 
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Engineer
Engineer

Joined: Sun Jul 22, 2018 8:30 pm
Posts: 5
Thank you. I am currently trying to make bus services and passenger train services between smaller towns more profitable, that will hopefully be the next update. It is rather hard to do so without timetables.


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 Post subject: Re: [AI] RailwAI
PostPosted: Wed Aug 08, 2018 7:32 am 
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Engineer
Engineer

Joined: Sun Jul 22, 2018 8:30 pm
Posts: 5
Version 3 is available. Changelog:
  • Bugfixes: more succes in building road tunnels
  • Bus stops within large cities will be less close to eachother
  • Road depots are built closer to a road station
  • More truck stations can be built around factories
  • Faster pathfinder for roads on longer distances
  • Loan is set dynamically
  • Old vehicles will be replaced or sold
  • Unused stations will be removed
Edit: forgot to correct a small mistake in the last mentioned feature. You can download version 4.


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 Post subject: Re: [AI] RailwAI
PostPosted: Mon Aug 20, 2018 1:36 pm 
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Chairman
Chairman

Joined: Sat Jul 18, 2009 5:54 pm
Posts: 884
This AI is amazing!

Left it running in a heavily NewGRF'ed (FIRS and various vehicle sets) game, and I have not seen a single error so far! And it's very good to see that it's a multi-profile AI, ships are especially welcome :)

The only unusual thing I saw was that the AI built a really long canal right at the beginning of the game. And I was thinking, "How on earth did it not crash the company?", but then I saw that canal costs are lowered with SQUID significantly. The company was a success, obviously.


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