So i've done another batch of testing. This was with OpenTTD 14 RC2, and a few on RC3 as it was released mid-testing.
Using a 1024x1024 map and default settings, only 1 AI (DictatorAI) has a noticeable difference in behaviour. If there was any changes that were expected to massively break older AIs, it is not present in a default game with a reasonable map size. Although I hope at some point AIs are helped along the way, rather than risking breaking them, we can all agree the AI landscape is not a good experience especially for newer players randomly choosing an AI from the in game browser.
Otherwise, new AI tested
Rythorn AI: Failed, ran for many years before throwing an undefined index error. Prior to that it performed very well and established a large network of airports & planes in a sensible manner. So is
very promising if its patched up.
Chopper: Pass. Absolute no errors at all or issues with its building methods. Not very profitable due to using only choppers, requires the aircraft limit to not be 0 to function at all though.
gelignAlte: Mid to failing. I've no idea what this is trying to do. It built 6 RVs and then did nothing else. But it didn't crash or go bankrupt so... Without looking at the AI i can't say if its broken and not able to do other stuff it was trying.
Previously tested AI with different outcomes than was noted before
DictatorAI: Sometimes now crashes with CPU usage errors, which it didn't in the past. I cannot prove this is due to OTTD changes, rather than bad luck and it just never happened before OTTD 14.
AIAI: Decides that a field is
as good a place as any to build an RV stations, rather the town road layout.
Also worthy of note. In games where it was present,
AAAHogEx once again absolutely demolished any other AI in terms of profit. I might have to take a look at its code and figure out what makes it such a great AI. Other high performing ones for challenging opponents were
LudAIAfterFix &
RailwAI, both of those, along with AAAHogEx maxed out the allowed unit counts consistently, so would probably do even better if I had increased the max amount of RVs, trains, airplanes etc.
I'm considering adding another column to the page, which tells you how competitive each of them are, if people look for a really challenging AI rather than a messes about and blends in the background AI.
I'm thinking of creating my own AI, even though I cannot for the life of me understand the code currently (still). However I'd like to see if its possible to make an AI that is massively profitable, but respectful. Not stealing goods produced by industries that it is not supplying, and always using bridges or tunnels over roads that are being used by RVs (if its even possible to find that out for an AI), and other 'friendly' style of behaviour. There's all sorts of unfriendly behaviour i've spotted throughout testing over the last few months. I'm curious to know if that is AI developers intentionally doing that to maximise profit (or because they don't care about other users), or if it is never given any thought so AIs happily do it given they're rarely told otherwise.
kamnet wrote: ↑17 Mar 2024 22:50
Are you preparing an AI test for OpenTTD 14? I got a feeling that with some stricter rules, a lot of them are going to break.
Is there any particular settings or setups you or the others who work on the code were expecting to make it more breaking? As on the vanilla settings, there wasn't really a big difference, unlike your suspicion a lot would break, did we strike lucky, or am i missing something that may trigger errors moreso that aren't unreasonably out of the ordinary settings?