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-   -   anyone to review this? (http://forums.bots-united.com/showthread.php?t=3965)

Pierre-Marie Baty 13-05-2005 23:18

anyone to review this?
 
I've made quite a lot of changes in the pathfinding article in our wiki. I'd appreciate if someone could take the time to review it and spot my possible mistakes, in particular in the implementations of BFS, Dijkstra and A*

I wanted this article to be readable and immediately understandable by beginners, so please tell me if it ain't so :)

http://wiki.bots-united.com/index.php/Bot_Pathfinding

botman 14-05-2005 14:42

Re: anyone to review this?
 
This looks good to me. I didn't notice any huge errors or misstatements.

Were you planning on adding some (not necessarily detailed) stuff on what a navigation mesh is and how it can be used with path finding? :)

botman

Pierre-Marie Baty 14-05-2005 14:53

Re: anyone to review this?
 
yes ;)

Maleficus 15-05-2005 09:41

Re: anyone to review this?
 
Quote:

Originally Posted by Pierre-Marie Baty
yes ;)

Cool. I'd like to see more about navmesh.

I really should look for a fast, tight alternative to node paths, that won't use too much memory.

Pierre-Marie Baty 15-05-2005 14:47

Re: anyone to review this?
 
hmm, navmeshes don't really use less memory than waypoints you know... 9_9

botman 15-05-2005 14:55

Re: anyone to review this?
 
...unless your map is one big giant open room with no obstacles, in which case you only have one square for your navmesh! :)

But in general, yeah, navmeshes will use up more memory that waypoints unless you've got lots and lots of waypoints very close together.

botman

Maleficus 16-05-2005 00:11

Re: anyone to review this?
 
Quote:

Originally Posted by Pierre-Marie Baty
hmm, navmeshes don't really use less memory than waypoints you know... 9_9

Oh, I know that - I'm not a bot coding n00b off the street. ;) :P

I'm just exploring the idea of alternatives to waypoints. On some RtCW maps, its VERY difficult to get around some obstacles, and lets the bots know where safe/valid places to move are, with waypoints alone. If I get annoyed enough, I might get off my lazy butt, and code up a navmesh or something similiar. :D


btw: excellent article! :)

Pierre-Marie Baty 16-05-2005 15:32

Re: anyone to review this?
 
Quote:

On some RtCW maps, its VERY difficult to get around some obstacles, and lets the bots know where safe/valid places to move are, with waypoints alone.
If I were William (van der Sterren) here comes the time where I would say: put more waypoints :D

btw William too is not inactive, check out his last publication: http://www.cgf-ai.com/docs/straatman...illzone_ai.pdf

stefanhendriks 16-05-2005 16:31

Re: anyone to review this?
 
read it. Looks good!

Also the meredians stuff is nice to be seen there.

@$3.1415rin 17-05-2005 23:49

Re: anyone to review this?
 
apropos william : take a look at the killzone trailer : http://media.ps3.ign.com/media/748/748475/vids_1.html

stefanhendriks 18-05-2005 15:11

Re: anyone to review this?
 
yes, i saw the PS3 thingy at gamespot (2 hours long, yep). And i saw killzone there, omg.... it looks very neat.

Lazy 25-05-2005 15:26

Re: anyone to review this?
 
Looks good, the only thing I can suggest is a more detailed explanation of the floyd-warshall algorithm - unless I'm the only one not getting it o_O.

Say we have a byte array of a map, with values ranging from 0 ( open ) and 1 ( closed ).
If we want to find out if map[ x ][ y ] is a neighbour to map[ x + 1][ y ] how do we go about finding this out?
I'm guessing that CanGoTo just checks if map[ x + 1 ][ y ] is open?

Sorry if those are stupid questions, I tried looking for more on it but found next to nothing useful.
Good work on the article though, lots of useful info that will be put into use in the future :D.

@$3.1415rin 25-05-2005 15:42

Re: anyone to review this?
 
floyd warshall is used to get a path to another waypoint, or to get the distance between 2 waypoints. if a waypoint is a neighbor to another waypoint - you should be able to get this information from your world representation, that is for example from your waypoints which contain information to which they are connected.

Pierre-Marie Baty 25-05-2005 16:38

Re: anyone to review this?
 
To understand the floyd-warshall algorithm I advise you to pay attention to the code comments much more than the actual text that's supposed to explain it :)


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