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Re: danger_factor - what is this exactly?
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KWo
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Default Re: danger_factor - what is this exactly? - 17-05-2004

Thanks a lot for this explanation. I hope I will more understand from this tomorrow, because now - after my 6h tests with botskill parameters - You can see results here: http://forums.bots-united.com/showpo...1&postcount=15

- I 'm simply too much tired to try understand this explanation at this time (2:45AM).

Once again - thanks a lot PMB.

EDIT

OK - I used a dictionary and I hope now I understood all.

You said :

Quote:
When someone in the bot's team is killed at a particular waypoint, this waypoint is weightened with the damage taken and the nearby waypoints are weightened a bit too (but less).
This means for me some strange situation. If there is a place on the map with a some waypoint and near it "fire in the hole" was, and each from 5 bots from one team took 99 damages , but no one was killed, the cost of this waypoint is not changed. But the same waypoint, the same situation - each 5 bots took 20 damages and everyone was killed - the cost of this waypoint =5*20*danger_factor. This is a little bit distressing.

I hope this alghoritm can calculate the same way on these two examples at my attachement. Imagine, that there is a map 100m x 100m and at first You have waypoints every 10m (10wp x 10wp), at second (the same range) You have waypoints every 16.67m (6wp x 6wp). S is a started waypoint , G is a goal waypoint, K is a waypoint where the bot was killed (the same damage on both maps), A is a wypoint nearby K, W is a wypoint not affected by K. In both situation I set danger_factor at the same value.
I hope that the distance beetwen two waypoints (between A and K) is affected to how much less the waypoint nearby are weightened, too. This should be logarithmic , too (I hope). Because if not - if the same "less" value have at both maps (but the distance beetwen 2 wp is longer at the second map) - this danger_factor can't be constant at both these maps to give the same result (the same path calculated to go). In this case the danger_factor should be depanding of "density" of waypoints on the map. The red line I showed the way for bots after taking "a kill" at K point. The blue - I think is the optimal way (between to A) and both way from S to G (across only the red lines and across the red and the blue) should have the same cost like this red - in this case probably the danger_factor is optimal. But it's depanding of people - how big area they want to avoid after killing bot. This should be showed at the table - danger factor aaa, damage 100 = distance to avoid bbb meters. In this case all will be clear to all people wanting use/change this parameter (danger_factor).

Once again thanks a lot of for explanation.

/EDIT
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Last edited by KWo; 17-05-2004 at 14:21..
  
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