Search found 10 matches

by JSwigart
Wed Oct 02, 2013 11:03 pm
Forum: Community Members
Topic: Improve performance?
Replies: 69
Views: 1356

Re: Improve performance?

I do A.I. for a living for 8 years now. There isn't any excuse for slow path finding in PA other than poor implementation. There is nothing complex about this game. It is the simplest game type available for pathfinding. Top down 2d, tile based, small maps, low unit count. Pathfinding should be a dr...
by JSwigart
Tue Sep 24, 2013 3:21 am
Forum: Community Members
Topic: Improve performance?
Replies: 69
Views: 1356

Re: Improve performance?

Short of using influence pathing as mentioned, or a path lookup table, it's still pretty easy to eliminate the worst case pathfinding issue in exchange for an instant path failure. Path searches are most expensive when there is no path to a goal, because the search ends up being performed exhaustive...
by JSwigart
Fri Sep 13, 2013 8:07 pm
Forum: Community Members
Topic: Workers taking a longer route then necessary
Replies: 15
Views: 191

Re: Workers taking a longer route then necessary

Since the path seems to follow particular tiles it looks less like a bug and more like an intentional weighting of certain tile types. The values of those weightings might need some tweaking in order to balance preferring certain tiles to going out of their way to use certain tile types. I'd be curi...
by JSwigart
Fri Sep 13, 2013 3:19 am
Forum: Community Members
Topic: Workers taking a longer route then necessary
Replies: 15
Views: 191

Re: Workers taking a longer route then necessary

You guys do realise you're arguing with a mathematician right? *sits back to watch* I'm happy for him, but he is simply wrong in this case. There is a reason the entire game industry uses A*, and it's not only because it's the fastest. It is because it will find an optimal path as well. edit: just ...
by JSwigart
Fri Sep 13, 2013 2:17 am
Forum: Community Members
Topic: Workers taking a longer route then necessary
Replies: 15
Views: 191

Re: Workers taking a longer route then necessary

I have no nice way of saying this, but you are wrong. A* always finds the best path as long as the heuristic doesn't overestimate. Or do you happen to have a source for your claim? Now, it is possible that A* makes a foolish decision, but only if the given data is wrong. Like say, that the weights ...
by JSwigart
Tue Sep 03, 2013 2:09 am
Forum: Community Members
Topic: [AI Tweak(?)] Patrolling Guards During Shakedown
Replies: 8
Views: 123

I think CCTV watchers should be more explicitely assigned. Patrolling a guy through the boundary of the monitors as the method of having a guard watch the cameras feels like a temporary hack to what should be a more explicit assignment of a guard to watch monitors. If that were the case then they co...
by JSwigart
Mon Sep 02, 2013 7:45 pm
Forum: Community Members
Topic: Improve performance?
Replies: 69
Views: 1356

Flow fields are basically just a precalculated and stored path search usually with respect to a specific feature of the map(nearest supply region, nearest infirmary, etc). Similar to http://en.wikipedia.org/wiki/Floyd%E2%80%93Warshall_algorithm where you calculate a 2d lookup table so that you index...
by JSwigart
Sun Sep 01, 2013 7:47 pm
Forum: Community Members
Topic: Improve performance?
Replies: 69
Views: 1356

I would think, as an AI programmer myself, that the pathfinding for this sort of game would be ideally implemented in the form of flow fields or influence maps, where path finding would be pretty much free. There isn't enough dynamic obstacles or a large enough tile map to not invest more memory int...
by JSwigart
Sun Sep 01, 2013 5:05 am
Forum: Community Members
Topic: A range of new bugs for me in Alpha 13
Replies: 5
Views: 270

Am I missing something about deployment?

I can assign people to regions, however when they are assigned they seem to not participate in a number of useful behaviors, like shakedown, or letting people through gates sometimes, etc.
by JSwigart
Sun Sep 01, 2013 5:01 am
Forum: General
Topic: General Idea for annoying tunnels
Replies: 23
Views: 3582

Feels to me like they are built too often. It's a bit ridiculous when nearly everyone on the block essentially builds a tunnel. What is annoying to me mostly about tunnels is that fixing them seems really tedious. It charges you money each time you click on the same tunnel tile to fix it, which is a...

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