by OldProf » Wed Mar 13, 2013 10:23 am
The simple answer to your question is, "yes", but that isn't a good or helpful answer. I've never had AI trains not show up on the 2D map, but everything else you mention sounds quite familiar. In my experience, what limits AI is not so much quantity as quality. The most important element of quality is playing well together (that is, not blocking each others' paths), a factor that is sometimes but not always spotted while editing. The most difficult element of quality is player performance: no two players will drive a scenario at the same pace, and that includes the scenario writer.
What I'm referring to here is that the scenario's writer always knows what the next instruction is and seldom really takes the time that the first-time player will likely take to read the scenario's instructions, check the 2D map, and so on. Moreover, with each play of the scenario its writer tends to spend less time completing each individual element.
When actual players come into contact with the scenario, all bets are off. It's worth repeating that no two players drive at the same pace.
What does all of this have to do with AI traffic? Almost everything. An AI "driver", unlike a human one, always drives at the same pace and thus always completes its assignments at the same time ... except when prevented from doing so by another driver, human or programmed. The whole point of AI traffic is to be seen by or interact with the human driver, but AI drivers also interact with each other. As AI drivers increase in number, the possibility of their negatively affecting each other increases, as do the possibilities of stoppages and crashes. At least, however, they can be programmed. The one and only human in the scrum is much more likely to create chaos because he introduces random activity ... ask any programmer about the effects of randomness!
Is there a cure for all of this? Sure! Don't use AI traffic. Is there a cure for all of this that includes AI traffic? Yes, ... and no. The safest bet is to keep AI traffic out of the player's way, even though it's interaction that makes AI so interesting and entertaining. The second best bet is like the first: keep AI drivers out of each others' way.
The rule I always try to follow, but nearly always wind up ignoring at some point in the process of scenario writing, is this: plan and test all of the player's actions before adding any AI at all. (Yes, in certain situations, that becomes impossible.) Once the player train can move through the scenario successfully, begin adding AI traffic one driver at a time, test driving the whole scenario after each addition. If the latest AI addition causes any kind of error, and if that error cannot be resolved after two attempts, delete that AI train and try something else. The more AI drivers added, the more difficult the task becomes. And, yes, sometimes our beloved "dispatcher" decides that the scenario that ran perfectly yesterday (or even a few minutes ago) will not do so now. That's just the nature of the exercise and the best work-around I've found is to always clone my scenario-in-progress before each AI addition.
Now ... have fun!
Tom Pallen (Old Prof)
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