<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title>Bing: AI Computer Future Simple</title><link>http://www.bing.com:80/search?q=AI+Computer+Future+Simple</link><description>Search results</description><image><url>http://www.bing.com:80/s/a/rsslogo.gif</url><title>AI Computer Future Simple</title><link>http://www.bing.com:80/search?q=AI+Computer+Future+Simple</link></image><copyright>Copyright © 2026 Microsoft. All rights reserved. These XML results may not be used, reproduced or transmitted in any manner or for any purpose other than rendering Bing results within an RSS aggregator for your personal, non-commercial use. Any other use of these results requires express written permission from Microsoft Corporation. By accessing this web page or using these results in any manner whatsoever, you agree to be bound by the foregoing restrictions.</copyright><item><title>OpenTTD | AI settings</title><link>https://wiki.openttd.org/en/Manual/AI%20settings</link><description>Selecting AIs After you downloaded AIs, click the AI settings button in the main menu. There you can configure the number of AI competitors in the game, and then choose an AI for each company slot. Click on one of the company slots, then click Select AI. In the new window, you will see a list of the downloaded AIs. Pick one, and then click Accept.</description><pubDate>Mon, 22 Jun 2026 22:18:00 GMT</pubDate></item><item><title>OpenTTD | Basics</title><link>https://wiki.openttd.org/en/Development/Script/Basics</link><description>Now if you payed a bit of attention, you immediately notice that this goes against a rule you learn in the Introduction: the Start() returns, therefore your AI dies. But, this is just for illustration, so it will do fine for now. Start OpenTTD, start a new map, and see how your AI now makes the company name change of the new player to MyNewAI.</description><pubDate>Sun, 21 Jun 2026 13:22:00 GMT</pubDate></item><item><title>Introduction - OpenTTD</title><link>https://wiki.openttd.org/en/Development/Script/Introduction</link><description>To start, the language to write your AI in, is Squirrel. Squirrel is a very simple and C++ like scripting-language. For an introduction in Squirrel check the Squirrel Introduction page. The reason we picked Squirrel, is that it looks very similar to C++. In this introduction we take you through the process of creating a basic AI. While doing so, we will explain to you the very basics you need ...</description><pubDate>Sun, 21 Jun 2026 00:57:00 GMT</pubDate></item><item><title>OpenTTD | Need To Know</title><link>https://wiki.openttd.org/en/Development/Script/Need%20To%20Know</link><description>Testing an AI How to start only my AI? The easiest way is to set number of AIs to zero in the AI/Game Script settings dialog, and in a new game type in the console: start_ai &lt;the name of your AI&gt; The AI of your choice will start immediately. To list all the AIs in-game, type in the console: list_ai The list of AIs detected by OpenTTD is also available via: ./openttd --help Loading and ...</description><pubDate>Fri, 19 Jun 2026 07:12:00 GMT</pubDate></item><item><title>OpenTTD | SimpleAI</title><link>https://wiki.openttd.org/en/Community/AI/SimpleAI</link><description>SimpleAI is a remake of the old AI which was present in the game until version 0.6.3 (and the original Transport Tycoon as well). It builds simple point-to-point routes in a similar fashion to the old AI, but it uses a better pathfinder instead of the algorithm that the old AI used. SimpleAI uses trains, road vehicles and aircraft, and is compatibile with all cargo types.</description><pubDate>Thu, 25 Jun 2026 07:19:00 GMT</pubDate></item><item><title>OpenTTD | Comparison of AIs</title><link>https://wiki.openttd.org/en/Community/AI/Comparison%20of%20AIs</link><description>TREE - An eyecandy AI which plants trees and lets the user control how many it plants (and where) instead of the general explosion of trees normally encountered in OpenTTD games. It is meant to be used with the tree growth setting disabled. TutorialAI - An AI which acts as an in-game tutorial, introducing new players into playing OpenTTD.</description><pubDate>Thu, 25 Jun 2026 20:05:00 GMT</pubDate></item><item><title>Script - OpenTTD</title><link>https://wiki.openttd.org/en/Development/Script/</link><description>Welcome to the AI Development. Starting from 0.7.0 release it is possible for any user to create their own AI. Not only do we deliver a clean and simple API, we also allow you to make your AI in scripts. This should make it possible for anyone with a bit of programming knowledge to make fairly good AIs. It should also challenge people to build better AIs than the ones we had in 0.6. This page ...</description><pubDate>Thu, 25 Jun 2026 00:10:00 GMT</pubDate></item><item><title>AIMain - OpenTTD</title><link>https://wiki.openttd.org/en/Development/Script/AIMain</link><description>main.nut is a required file for an AI along with info.nut. TestAI shows an example of a fully formed (but do nothing) main.nut. main.nut structure main.nut needs to hold the class the the AIController uses to start your AI. It's a squirrel class with as name the return value of your info.nut function CreateInstance. function CreateInstance() { return " MyNewAI "; } If you had MyNewAI then your ...</description><pubDate>Mon, 01 Jun 2026 15:19:00 GMT</pubDate></item><item><title>AIInfo - OpenTTD</title><link>https://wiki.openttd.org/en/Development/Script/AIInfo</link><description>Now in the GUI on your AI there will be an option to alter NameOfSetting between the values of 0 and 10, or a preset value if your have a difficulty setting different than 'Custom'.</description><pubDate>Sat, 13 Jun 2026 17:06:00 GMT</pubDate></item><item><title>OpenTTD | Test AIs</title><link>https://wiki.openttd.org/en/Community/AI/Test%20AIs</link><description>This page is meant to give AI authors and players alike a guide at hand on judging the completeness and competitiveness of AIs.</description><pubDate>Sat, 20 Jun 2026 23:10:00 GMT</pubDate></item></channel></rss>