Darkwind - Viewing Topic: AI Pathfinding improvements
Welcome Guest! » Darkwind » Announcements » Game Announcements » AI Pathfinding improvements

Pages: << prev 1, 2, 3, 4, 5 ... next >> Reply to Topic Create New Topic Create New Poll
AI Pathfinding improvements
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,780
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Just to let you know I have patched in the 'pheromones' based pathfinding improvements for the NPCs in combats. They should be substantially better at finding their way around, hopefully.. please let me know how you find it..

(this was a server-side-only patch, btw)

.. geeky academic research paper to follow next week :rolleyes:
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 10, 2011, 9:34 am Last edited Jun 10, 2011, 9:38 am by *sam*
*jimmylogan*
MADHAT
Darkwind Guru

Civs Faction

Member Level

Group: Marshals + Rule Council
Posts: 5,587
Joined: Jun 11, 2008

Send an email to *jimmylogan* Visit *jimmylogan*'s web site Send an AIM message to *jimmylogan* Send a personal messsage to *jimmylogan* Reply with a quote from this post Go to the top of the page

*sam* said:
.. geeky academic research paper to follow next week  :rolleyes:


My favorite part of this post. Yep - I'm a geek too. :)
.........................
vet marshal deathrceL1 wv community combatL1

Posted Jun 10, 2011, 12:07 pm
Stingray191
Bladerunners
Darkwind Guru

Deathrace Mafia Faction

Member Level

Group: Members
Posts: 678
Joined: Dec 9, 2008

Send an email to Stingray191 Send a personal messsage to Stingray191 Reply with a quote from this post Go to the top of the page

I'm predicting Blood on the Sands for unsuspecting PCs.
.........................
vet wv elmsautumn e2g ww

Posted Jun 10, 2011, 12:20 pm
johnny go
rancid
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 1,438
Joined: Mar 24, 2010

Send an email to johnny go Send a personal messsage to johnny go Reply with a quote from this post Go to the top of the page

things are going to grt nasty
.........................
vet wv

Posted Jun 10, 2011, 12:21 pm
*Grograt*
Grograts Gonads
Darkwind Guru

Renegade

Avatar

Member Level

Group: Marshals
Posts: 8,377
Joined: Oct 5, 2008

Send an email to *Grograt* Send a personal messsage to *Grograt* Reply with a quote from this post Go to the top of the page

NOW PEOPLE WILL UNDERSTAND MY ' DRIVING OF CLIFFS' STRATEGY :rolleyes:
.........................
vet marshal wv community

Posted Jun 10, 2011, 12:34 pm
*Tango*
2ManyRads CI
Darkwind Guru

Deathrace Mafia Faction

Member Level

Group: Marshals
Posts: 2,543
Joined: Mar 21, 2010

Send an email to *Tango* Send a personal messsage to *Tango* Reply with a quote from this post Go to the top of the page

first impression after two travels:

AI is better at navigating roads, only one car from a pack of 4 got stuck in the water at Forever Yellow Skies, but the "Dog Chasing Its Tail" problem is worse.

See S361325 and S361329
.........................
marshal vet wv pvp5 pvp4 combat1 pvp3 zom community

Posted Jun 10, 2011, 1:08 pm
*Rev. V*
Cestus Dei
Darkwind Guru

Civs Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 3,208
Joined: Aug 4, 2010

Send an email to *Rev. V* Send a personal messsage to *Rev. V* Reply with a quote from this post Go to the top of the page

"NOW PEOPLE WILL UNDERSTAND MY ' DRIVING OF CLIFFS' STRATEGY"

Grog, YOU don't even understand that..... :p
.........................
vet wv zom marshal paintladder cont

Posted Jun 10, 2011, 1:31 pm
Jeelz
The Dionysian Dozen -CHQ-
Darkwind Guru

Mutants Faction

Member Level

Group: Members
Posts: 1,054
Joined: Apr 30, 2009

Send an email to Jeelz Send a personal messsage to Jeelz Reply with a quote from this post Go to the top of the page

Very limited testing by me so far, but the trader cars that should be running seem to be dagging around with escorts longer than they should, making for easier capture. Might just be a coincidence. (NF and SS gates)
.........................
vet wv combatL1 raceL1 deathrceL1 paintladder

Posted Jun 10, 2011, 2:54 pm
GrayRoad
Hellz Accountantz
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 69
Joined: Jan 5, 2011

Send an email to GrayRoad Send a personal messsage to GrayRoad Reply with a quote from this post Go to the top of the page

I'm seeing the same thing with the trader cars in SS. They have seemed to be easier to catch now.

Travels have become harder though. I had trouble shaking pirates in Once Upon a Town twice tonight. You can still get them stuck on the buildings, but it is tougher.
.........................
vet wv

Posted Jun 11, 2011, 2:11 am Last edited Jun 11, 2011, 2:12 am by GrayRoad
Checkers
Axis of Weevils
Autodueller

Deathrace Mafia Faction

Member Level

Group: Members
Posts: 355
Joined: Jul 17, 2010

Send an email to Checkers Send a personal messsage to Checkers Reply with a quote from this post Go to the top of the page

All my travels thus far have been tougher.
.........................
vet wv

Posted Jun 11, 2011, 2:15 am
Juris
Hessians
Darkwind Guru

Deathrace Mafia Faction

Member Level

Group: Members
Posts: 1,706
Joined: Sep 16, 2010

Send an email to Juris Send a personal messsage to Juris Reply with a quote from this post Go to the top of the page

Routine travel, Road to SS

S361536

Stayed on road and ran out to maximum to test the AI.

AI did pretty well following road behind me. If I hadn't been in a fast mission runner it might've been trouble.
.........................
vet wv pvp1 pvp5 pvp4 race1 zom pvp2 deathrce1 pvp3 combat1

Posted Jun 11, 2011, 2:31 am
Stingray191
Bladerunners
Darkwind Guru

Deathrace Mafia Faction

Member Level

Group: Members
Posts: 678
Joined: Dec 9, 2008

Send an email to Stingray191 Send a personal messsage to Stingray191 Reply with a quote from this post Go to the top of the page

Just running a quick Flash along Scattered Grounds.
Half the AI followed the road quite well while half got lost almost immediately.
S361573
.........................
vet wv elmsautumn e2g ww

Posted Jun 11, 2011, 5:21 am Last edited Jun 11, 2011, 5:22 am by Stingray191
80s
Rogue Traders
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 28
Joined: May 10, 2010

Send an email to 80s Send a personal messsage to 80s Reply with a quote from this post Go to the top of the page

The pathing seems 50-80% better for most of the NPC rigs in GW as of late. Similar to how v8 rigs used to be.

I've always found NPC vehicles with v8s to be less inclined to drive off the cliffs and better at negotiating round the sides.

361600

Will be very interesting to see how the v8s roll around now!

Just finished a 2nd Monger hunt where the runners turned back towards the fight to demo without much encouragement. The 1st hunt saw the runners behave a lot like the fighters till they started to get beat up, then they hoofed it as per normal.
.........................
vet wv

Posted Jun 11, 2011, 11:53 am
*Ninesticks*
The Wombles
Darkwind Guru

Renegade

Avatar

Member Level

Group: Marshals + Rule Council
Posts: 3,371
Joined: Apr 11, 2008

Send an email to *Ninesticks* Send a personal messsage to *Ninesticks* Reply with a quote from this post Go to the top of the page

Can confirm the reports that the new pathfinding is messing with trader cargo type vehicles, every time they act just like standard AI cars rather than running.
.........................
vet wv marshal pvp4 community pvp20,1,0

Posted Jun 11, 2011, 7:03 pm
JS
Hitmen Trucking Inc -CI-
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 3,238
Joined: Jan 9, 2010

Send an email to JS Send a personal messsage to JS Reply with a quote from this post Go to the top of the page

*Ninesticks* said:
Can confirm the reports that the new pathfinding is messing with trader cargo type vehicles, every time they act just like standard AI cars rather than running.


I had some run, and then turn back around and come back.  I had chased so I may have helped them decide that, but one was quite far away and it came a long way back to go right at me.
.........................
vet wv pvp5 pvp3 pvp4

Posted Jun 11, 2011, 7:14 pm
*Bastille*
Raging Scavengers
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Marshals + Contributors
Posts: 7,513
Joined: Mar 31, 2009

Send an email to *Bastille* Send a personal messsage to *Bastille* Reply with a quote from this post Go to the top of the page

funny watching a trader pho running at you and then quickly trying to turn its bum in your direction.
.........................
marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jun 12, 2011, 5:30 am
JS
Hitmen Trucking Inc -CI-
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 3,238
Joined: Jan 9, 2010

Send an email to JS Send a personal messsage to JS Reply with a quote from this post Go to the top of the page

One thing is for sure. It's an overall improvement. They avoid going into holes and the spots we all tried to hang them up on. Good stuff.
.........................
vet wv pvp5 pvp3 pvp4

Posted Jun 12, 2011, 11:26 am
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,780
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

I'll have a look into the trader behaviour - it's a strange one though, since their decision making hasn't been changed, this was only a change to the low-level pathfinding.. i.e. they're still choosing the same places to drive to as before, but are tending to favour those routes that players use now, rather than simply the shortest routes
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jun 12, 2011, 11:46 am Last edited Jun 12, 2011, 11:47 am by *sam*
*goat starer*
Special Circumstances
Darkwind Guru

Evan Reds Faction

Avatar

Member Level

Group: Contributors
Posts: 10,907
Joined: Oct 29, 2007

Send an email to *goat starer* Send a personal messsage to *goat starer* Reply with a quote from this post Go to the top of the page

nine and i had a car turn round yesterday and run away for ages... it was like it was stuck on the wrong trail
.........................
vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jun 13, 2011, 7:18 pm
Jeelz
The Dionysian Dozen -CHQ-
Darkwind Guru

Mutants Faction

Member Level

Group: Members
Posts: 1,054
Joined: Apr 30, 2009

Send an email to Jeelz Send a personal messsage to Jeelz Reply with a quote from this post Go to the top of the page

I've done a few more small scouts with traders around SS and for me at least, it is significantly easier to get the trade cars.
.........................
vet wv combatL1 raceL1 deathrceL1 paintladder

Posted Jun 14, 2011, 12:15 am
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Announcements » Game Announcements » AI Pathfinding improvements

0.1217 seconds - 30 queries - 0.09 load