Category: "TTD AI"

ZooElite AI Development: Beta!

04/12/10 | by Comp615 [mail] | Categories: TTD AI

Well this has been a long time coming, I'm happy to officially announce that ZooElite, an AI built in Squirrel on the NoAI framework for OpenTTD has reached it's (pre-)beta stage. Note that this isn't a Google Beta, but an actually beta. As defined by Wikipedia:

"Beta" is the software development phase following alpha, named after the Greek letter beta. It generally begins when the software is feature complete. The focus of beta testing is reducing impacts to users, often incorporating usability testing. The process of delivering a beta version to the users is called beta release.

In addition, I'd like to clarify what exactly an AI is for the slew of people who have reduced this project to "Making a game that plays itself". AI stands for Artificial Intelligence, which in this context is intended to be an intelligent player of this game. The game does not play itself, persay, what we've done is created a computer competitor that has a unique style of play. So when a human is playing the game, they could play against one or multiple AI competitors. So we've created a program that takes into account the current circumstances of the game and tries to create as profitable a company as possible.

Anyways, this means that we have what is basically a fully functional AI. A few of the financial subroutines need to be tweaked, and perhaps we'll try to add some upgrade and save/load functionality, but otherwise...woo! Click here for a screenshot of what it does. Ignore all the extra signs and such, those were for debugging. Not too shabby!

Even after this screenshot, I spent a few more hours today debugging certain errors and trying to make more bus route optimizations. There should be one or two more major changes which will increase profitability and help with rapid expansion, but we'll address those in the next week or two. Till then, Cheers!

ZooElite AI Development: R&R

03/01/10 | by Comp615 [mail] | Categories: TTD AI

Rest and relaxation...oh I wish...nope, this time it's RAILROADS!!! Last time I showed you how we placed bus stations, this time I'm going to give you an inside look at where ZooElite decides to put railroad stations. This is all subject to change, but the general idea will stay the same. Full info after the jump!

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ZooElite AI Development: Bus Stops

02/11/10 | by Comp615 [mail] | Categories: TTD AI

So ZooElite, our AI for Transport tycoon I mentioned earlier is now in full development. One of the first things I've been working on is determining the optimal placement for a given number of bus stations in a given city. This little info bit will explain how I'm choosing station placements. Read on for details!

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Intelligent Geographic Transportation Networks

01/22/10 | by Comp615 [mail] | Categories: TTD AI

So for this post I had to create a whole new category of posts called TTD AI, in the future, the whole series can be found HERE. Anyways, this semester I am doing independent research with a friend on Intelligent Geographic Transportation Networks. At least that's the mouthful of jibber we can up with to describe this project. In reality, we are creating an AI (Artificial Intelligence) program for the game Transport Tycoon. Because I will be posting a lot this semester about my progress on the project, I wanted to give some background on what we hope to accomplish, what the game is about and why we chose it, and why any of this matters. More after the jump!

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A collection of musings from my time at Yale along with some thoughts about my "Freshman year of life" in San Francisco.


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