Discuss the new AI features ("NoAI") introduced into OpenTTD 0.7, allowing you to implement custom AIs, and the new Game Scripts available in OpenTTD 1.2 and higher.
JAMI is not intended to change the world. The hope is that, in time, she will become a fun opponent to play against, able to do all the things you do. If she makes you want to bring her along to a multiplayer game, I'll be happy
Also, I'm using JAMI to help showcase the new NoAI project space. Below is a complete list of features that the space provides.
Glad you liked the log format. I loved the idea of having the whole thing laid out like some kind of horrendous board meeting so anyone can listen in on JAMI's thought process.
Nice to see you post your AI you have been kept talking about. I would just want to point out that your use of decimal point versions is not compatible with BaNaNaS. It only accept integer version numbers. So I rather just start on 1, 2, 3, 4 etc. or use release dates or whatever as what GetVersion() (or whatever that function now was called) returns and what you put in BaNaNaS. The important for OpenTTD and BaNaNaS is that a newer version has a higher number and that all numbers are integers. Probably 32 bit unsigned integers, but I don't really know what the upper limit is.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites) Junctioneer (a traffic intersection simulator)
Zuu wrote:Nice to see you post your AI you have been kept talking about. I would just want to point out that your use of decimal point versions is not compatible with BaNaNaS. It only accept integer version numbers. So I rather just start on 1, 2, 3, 4 etc. or use release dates or whatever as what GetVersion() (or whatever that function now was called) returns and what you put in BaNaNaS. The important for OpenTTD and BaNaNaS is that a newer version has a higher number and that all numbers are integers. Probably 32 bit unsigned integers, but I don't really know what the upper limit is.
Cool. Not a problem right now as I have no intention of putting her anywhere near Bananas until version 1 anyway
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
Gotta say I love the board meeting style. I'll be sure to give it a go a bit later and report with any bugs.
What exactly differentiates it from AIs like NoCAB and Convoy, btw? In game, differences can be hard to see, but code is probably very different... or not?
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
KIDS wrote:Gotta say I love the board meeting style. I'll be sure to give it a go a bit later and report with any bugs.
What exactly differentiates it from AIs like NoCAB and Convoy, btw? In game, differences can be hard to see, but code is probably very different... or not?
JAMI seems to have a lot more component files than most of the other AI's (if you don't include graphs/models and the like). I've not really peered into many other AI's other than TrueAncestor and Convoy (I really couldn't get my head around building bus stations) and the only thing that really stood out is how many classes JAMI has. I think she might also be the only one who pathfinds before she pathfinds.
Lord Aro wrote:i'm afraid that as soon as i started it up it crashed
here's the debug
Please see above - spotted and fixed for next version. But thanks anyway.
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
Congratulations for your AI!
I'm testing it right now and there is no crash or serious bug in the first 3 years. The only problem is that there is only 1 bus running on each line.
And I agree with the others that the log is really fun to read
Brumi wrote:Congratulations for your AI!
I'm testing it right now and there is no crash or serious bug in the first 3 years. The only problem is that there is only 1 bus running on each line.
And I agree with the others that the log is really fun to read
That's fully intended right now. There will be a new task assigned to the Administrator to MaximiseStationPerformance later on.
You're quite the entertainer I must say I enjoyed both the debug output the others mentioned already, and your roadmap.
"If only these two collided more often..." - hilarious
I wish you good luck with your AI. May it grow to have a distinct style not only in code but also in gameplay, and compete well against the other AIs, of course
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
______________ My patches
check my wiki page (sticky button) for a complete list
Wasila wrote:I'm going to add this to my game - we'll see how well it copes with cargodist
Theoretically, terribly, as cargo dest isn't in trunk yet and I don't run it on my machine. She'll certainly be taught how to use it if it goes into trunk though (and the NoAI API is updated accordingly).
EDIT: cargodest/cargodist; same difference - I don't use them. Teaching JAMI to find her ass with both hands is hard enough. Trying to teach her things that aren't even in trunk yet is just masochistic