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Posted

Anyone good with AI stuff?

ive been writing a fake player platform with an AI interface, but im not that great with it

 

for instance, i used A* pathfinding, but its horrible in open spaces, and i have no idea how to factor in the ship size

ive made them bounce off walls, but still cant factor in ship size

 

heres a picture of it failing in open space, starting at highest green mark and ending at lowest green mark:

screenshot94.png

Posted

i sort of already am using them

each cell has a cost to traverse dependent on the distance from the objective

 

my problem is that the detection propagates out radially from the bot

id like some sort of raycasting whatever somehow

Posted

so it currently searches outward in the order which they appear

but what if i made it search outward in terms of cost as well?

gonna try it

 

 

heres a better screenshot of the current system

screenshot95.png

Posted

Cheese, as you know I am not much of a programmer, but I was just thinking...

 

Is there a way you could use regions?

 

What I mean is, around a section of tiles, create regions.. For example, create a horizontal wall region, a vertical wall region, and a corner wall region. And perhaps get more involved with stating the shortest path around object or wall, depending on what region they were in compared to where the target player is.

  • 2 months later...
Posted (edited)
A* works for path finding however i'm very curious how you instruct the bot to follow your path factoring in the ships inertia... Potential wells work but aren't path finding. I've tried to find a solution to this problem a couple years ago and the math was too difficult. Edited by Marioman

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