Re: Path Finding
Posted: 20 Mar 2008, 02:09
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* My understanding is that Gateways optimize A* PF but that is not equivalent to HPA* PF.
* HPA* PF invokes a somewhat diff Meta Scheme and additionional set of (plug 'n play) alogrithms that Gateing doesnot. Gateing chops up the Map into A* "chunks". HPA* does much more than that. HPA* can handle destructable terrain, for example - hey we just blew a hole thru that cliff-face ridge... it's a canyon we can pass through now. WZ's A* + Gateing cannot deal with that. Or let's say there's a little city on the map at thhe start of game that by mid-game is laid waste.
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* On Truck A.I......
* PF with Trucks is subverted by proximity (3 tiles is what I've confirmed thru experiment) to Player Sensors or uncapped Oil even if the 3-tile proximity is comprised of unpassable cliff-face. In other words the Truck will try to cross that 3-tile cliff face until it is destroyed or the player manually takes control of it again and guides it with baby steps to the desired destination.
* This problem (& other unit bottlenecking issues) can be greatly minimized by knowledgable & experienced Map- Making).
- RV
* My understanding is that Gateways optimize A* PF but that is not equivalent to HPA* PF.
* HPA* PF invokes a somewhat diff Meta Scheme and additionional set of (plug 'n play) alogrithms that Gateing doesnot. Gateing chops up the Map into A* "chunks". HPA* does much more than that. HPA* can handle destructable terrain, for example - hey we just blew a hole thru that cliff-face ridge... it's a canyon we can pass through now. WZ's A* + Gateing cannot deal with that. Or let's say there's a little city on the map at thhe start of game that by mid-game is laid waste.
------>
* On Truck A.I......
* PF with Trucks is subverted by proximity (3 tiles is what I've confirmed thru experiment) to Player Sensors or uncapped Oil even if the 3-tile proximity is comprised of unpassable cliff-face. In other words the Truck will try to cross that 3-tile cliff face until it is destroyed or the player manually takes control of it again and guides it with baby steps to the desired destination.
* This problem (& other unit bottlenecking issues) can be greatly minimized by knowledgable & experienced Map- Making).
- RV