From cc4d18ecc440aea0ecb9f754fcc90803c9050d2b Mon Sep 17 00:00:00 2001 From: rubidium Date: Mon, 11 Jun 2007 14:23:04 +0000 Subject: (svn r10098) -Codechange: bilbo cared about the performance of the AI with respect to the airport placement, so he rewrote the aircraft handling of the AI; now it can actually make lots of money again :) --- src/ai/default/default.cpp | 73 ++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 68 insertions(+), 5 deletions(-) (limited to 'src/ai/default') diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp index 3dca2825b..1394158e6 100644 --- a/src/ai/default/default.cpp +++ b/src/ai/default/default.cpp @@ -622,7 +622,6 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) int dist; uint same_station = 0; - // Make sure distance to closest station is < 37 pixels. from_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->from); to_tile = GET_TOWN_OR_INDUSTRY_TILE(fr->to); @@ -646,7 +645,19 @@ static bool AiCheckIfRouteIsGood(Player *p, FoundRoute *fr, byte bitmask) return false; } - if (dist != 0xFFFF && dist > 37) return false; + /* Requiring distance to nearest station to be always under 37 tiles may be suboptimal, + * Especially for longer aircraft routes that start and end pretty at any arbitrary place on map + * While it may be nice for AI to cluster their creations together, hardcoded limit is not ideal. + * If AI will randomly start on some isolated spot, it will never get out of there. + * AI will have chance of randomly rejecting routes further than 37 tiles from their network, + * so there will be some attempt to cluster the network together */ + + /* Random value between 37 and 292. Low values are exponentially more likely + * With 50% chance the value will be under 52 tiles */ + int min_distance = 36 + 1 << (Random() % 9); // 0..8 + + /* Make sure distance to closest station is < min_distance tiles. */ + if (dist != 0xFFFF && dist > min_distance) return false; if (p->ai.route_type_mask != 0 && !(p->ai.route_type_mask & bitmask) && @@ -1371,15 +1382,55 @@ static void AiWantPassengerAircraftRoute(Player *p) FoundRoute fr; int i; + /* Get aircraft that would be bought for this route + * (probably, as conditions may change before the route is fully built, + * like running out of money and having to select different aircraft, etc ...) */ + EngineID veh = AiChooseAircraftToBuild(p->player_money, p->ai.build_kind != 0 ? 0 : AIR_CTOL); + + /* No aircraft buildable mean no aircraft route */ + if (veh == INVALID_ENGINE) return; + + const AircraftVehicleInfo *avi = AircraftVehInfo(veh); + + /* For passengers, "optimal" number of days in transit is about 80 to 100 + * Calculate "maximum optimal number of squares" from speed for 80 days + * 20 days should be enough for takeoff, land, taxi, etc ... + * + * "A vehicle traveling at 100kph will cross 5.6 tiles per day" -> + * Since in table aircraft speeds are in "real km/h", this should be accurate + * We get max_squares = avi->max_speed * 5.6 / 100.0 * 80 */ + int max_squares = avi->max_speed * 448 / 100; + + /* For example this will be 10456 tiles for 2334 km/h aircrafts with realistic aircraft speeds + * and 836 with "unrealistic" speeds, much more than the original 95 squares limit + * + * Size of the map, if not rectangular, it is the larger dimension of it + */ + int map_size = max(MapSizeX(), MapSizeY()); + + /* Minimum distance between airports is half of map size, clamped between 1% and 20% of optimum. + * May prevent building plane routes at all on small maps, but they will be ineffective there, so + * it is feature, not a bug. + * On smaller distances, buses or trains are usually more effective approach anyway. + * Additional safeguard is needing at least 20 squares, + * which may trigger in highly unusual configurations */ + int min_squares = max(20, max(max_squares / 100, min(max_squares / 5, map_size / 2))); + + /* Should not happen, unless aircraft with real speed under approx. 5 km/h is selected. + * No such exist, unless using some NewGRF with ballons, zeppelins or similar + * slow-moving stuff. In that case, bail out, it is faster to walk by foot anyway :). */ + if (max_squares < min_squares) return; + i = 60; for (;;) { + // look for one from the subsidy list AiFindSubsidyPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; + if (IS_INT_INSIDE(fr.distance, min_squares, max_squares + 1)) break; // try a random one AiFindRandomPassengerRoute(&fr); - if (IS_INT_INSIDE(fr.distance, 0, 95 + 1)) break; + if (IS_INT_INSIDE(fr.distance, min_squares, max_squares + 1)) break; // only test 60 times if (--i == 0) return; @@ -1408,7 +1459,19 @@ static void AiWantPassengerAircraftRoute(Player *p) p->ai.build_kind = 0; p->ai.num_build_rec = 2; p->ai.num_loco_to_build = 1; - p->ai.num_want_fullload = 1; + /* Using full load always may not be the best. + * Pick random value and rely on selling the vehicle & route + * afterwards if the choice was utterly wrong (or maybe altering the value if AI is improved) + * When traffic is very low or very assymetric, is is better not to full load + * When traffic is high, full/non-full make no difference + * It should be better to run with aircraft only one way full 6 times per year, + * rather than two way full 1 times. + * Practical experiments with AI show that the non-full-load aircrafts are usually + * those that survive + * Also, non-full load is more resistant against starving (by building better stations + * or using exclusive rights) + */ + p->ai.num_want_fullload = CHANCE16(1, 5); // 20% chance // p->ai.loco_id = INVALID_VEHICLE; p->ai.order_list_blocks[0] = 0; p->ai.order_list_blocks[1] = 1; -- cgit v1.2.3-54-g00ecf