Search found 1428 matches

by Oxyd
Thu Oct 24, 2019 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)
Replies: 3
Views: 2464

Re: [Oxyd][0.17.72] Pathfinder Crash (abstractNodeIt != search.abstractNodes.end() was not true)

Thanks, should be fixed in 0.17.73. There will be no additional limit on path_resolution_modifier.
by Oxyd
Tue Oct 22, 2019 1:40 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.72] Crash in pathfinder: waitingClients.empty() was not true
Replies: 7
Views: 3244

Re: [0.17.72] Crash while sending a chat message

Could you post the save? This is related to biter pathfinding.
by Oxyd
Mon Oct 21, 2019 12:51 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 33803

Re: Friday Facts #317 - New pathfinding algorithm

Going from red to green that is 3 chunks to green and one tile to the next chunk: H(red->green) = 3 * 32 + 1 = 49. But the shortest path is actually 7. Yes, that can indeed happen. We already use an inadmissible heuristic (because we use static weighting ), so it shouldn't be too much of a problem.
by Oxyd
Mon Oct 21, 2019 11:54 am
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 33803

Re: Friday Facts #317 - New pathfinding algorithm

You are show the pathfinding only from A to B, is two sided search not better? I can simultaneously search paths A to B abd B to A, just wait when they find the same point, connection point. It is two-sided (and has always been). I only showed the forward search in the FFF to simplify things a bit....
by Oxyd
Fri Oct 18, 2019 9:12 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 33803

Re: Friday Facts #317 - New pathfinding algorithm

You are using the A* Algorithm for defining the final path. Why are you not using a Jump Point Search instead, which should be faster than the A*? JPS basically means you store fewer nodes in memory, at the cost of examining more, since you can examine a node potentially multiple times during a sea...
by Oxyd
Fri Oct 18, 2019 4:59 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 33803

Re: Friday Facts #317 - New pathfinding algorithm

Hello. I'm a junior professor on informatics and during my phd I've worked with the parallelization of the A Star algorithm and I found this ff fascinating. I have a question: what's the data structure you're using for the OpenList and ClosedList? Usually the ClosedList is implemented using a hash ...
by Oxyd
Fri Oct 18, 2019 1:30 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 33803

Re: Friday Facts #317 - New pathfinding algorithm

Thanks for the amazing post! I loved tech tidbits about the game, makes me really want to get into gamedev. I like the approach to optimise pathfinding, but it makes me wonder: is a traced path assigned to a group of biters who move together or individually, and does it get stored to be used again ...
by Oxyd
Fri Oct 18, 2019 12:04 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 33803

Re: Friday Facts #317 - New pathfinding algorithm

Magnificent ! Although, I'm wondering if cliffs should not be taken into account by the "abstract pathfinder", It's not something you can remove early on and even when you can, most of it will remain intact (as you will probably only remove cliffs from inside your base). The only moment t...
by Oxyd
Thu Oct 17, 2019 4:42 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 20
Views: 78642

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

Jon8RFC wrote:
Thu Oct 17, 2019 4:34 pm
Are the disappearing biters/spitters just how the game works and we never notice it, or is it not supposed to happen?
They disappear like that when their AI gets stuck too hard. So a little bit of both. I'll investigate what their problem is in your save.
by Oxyd
Thu Oct 17, 2019 4:26 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 20
Views: 78642

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

Well, from the screenshot you showed it looks like something is definitely wrong with your save – the biters aren't even trying to pathfind toward the artillery. A save would be very useful for us, but I understand that uploading a huge file might be difficult.
by Oxyd
Tue Oct 15, 2019 11:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.70] Crash loading save (PathFindAlgorithm::baseDistanceHeuristic)
Replies: 7
Views: 4455

Re: [0.17.70] Crash loading save (PathFindAlgorithm::baseDistanceHeuristic)

Looks like I messed up the migration code for loading old saves. Sorry about that.

Fixed in 0.17.71.
by Oxyd
Tue Oct 15, 2019 9:50 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Frozen Biters
Replies: 10
Views: 7782

Re: [Oxyd] [0.16.51] Frozen Biters

Thanks, should be fixed in 0.17.70.
by Oxyd
Tue Oct 15, 2019 9:49 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.7] Biters behaving badly?
Replies: 1
Views: 2628

Re: [Oxyd] [0.17.7] Biters behaving badly?

Thanks, should be fixed in 0.17.70.
by Oxyd
Mon Oct 14, 2019 12:25 pm
Forum: Ideas and Suggestions
Topic: Desync resolver: reverse parallel execution
Replies: 6
Views: 1457

Re: Desync resolver: reverse parallel execution

What do you mean by “lockstep processor emulation”?

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