Random maps, each time different, especially different for each AI, do not give such a possibility.įrom these conditions, which Planetmaker wrote about in good winds, several dozen or even several hundred scenario variants would emerge, so overspecialization would rather not threaten any AI. This would give you the possibility to more objectively compare AI and see differences in performance. In my opinion, developing such template scenarios would be a better solution. Generating random maps every time makes sure that there is no overspecialization. It might lead to over-fitting where one AI happens to be good on a certain map but is not very strong overall. I'm not sure if standardizing the maps is a good idea. other times he builds railway stations anywhere he can, which he does not connect or delete - these remain unused on the map ![]() sometimes has fits of madness, during which he terraforms randomly selected areas spending almost all the accumulated funds for this purpose almost as many airports as airplanes - thousands of passengers are waiting at most airports, but sooner will build another airport than buy a new plane creates too short connections for his income to pose any threat does not include infrastructure maintenance costs (should not use aircraft when costs are included) ![]() + many options in the settings allowing you to choose the means of transport with which you will build connections + builds industrial stations from the ISR set + chaotic construction style that works on smaller maps + transports all loads including machines As it turns out, this style of construction is unrivaled on very tight maps. However, after some time, a rather interesting picture emerges from the chaos of its interconnected routes. His individual connections do not look very interesting, because the lines in both directions usually run a completely separate route. It deals with rail transport quite interestingly. FIRS): 4/5Ĭomposite vehicles (semi-trailer trucks, articulated buses): YES Maybe it will be useful to you in some way.Ĭompatibility with industrial sets (e.g. For example, I will put a description of one of them: AdmiralAI - one of the best AIs. Definitely the profits that AI generated was not the only criterion for its assessment. A little for personal use to know in the future what not to use, but also after finishing I wanted to post the full list on another knowed for me forum of this game that I have known for years. I even made a description to many of them. Then it doesn't matter what income this AI earns.Īt one time I played for AI testing. Gameplay / construction method - sometimes AI is very annoying, which steals factory products, build railroad crossings and destroy vehicles to other companies, or, for example, like your CPU, clutters the map with thousands of signs, which completely destroys the game. Additions - for example, many AI cannot use articulated vehicles, while others do not know where to drive when the industrial set is changed.Ĥ. Generally, there are several basic elements that significantly affect the AI rating:ģ. I was also surprised by the distant position of ShipAI on your list, which in my opinion is one of the most competitive opponents. AI with planes will go bankrupt every now and then, and OTVI right behind it because it has such a silly habit to buy out every failing company. For example, it is enough to add an AI with planes for such OTVI and turn on maintenance costs. ![]() The problem is that there are so many settings and variants of the game that with each game the AI rating can be completely different. A good idea with this ranking, only the methodology is not entirely accurate.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |