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AI Pathfinding
Mad Mike
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northern farmlands map.. I jumped the berm to get into the open area. It took awhile for NPCs to figure out they had to go over the high berm to get to me because on that map the road is surrounded by them. Made it easier because they came at me one at a time but not complaining!

but the fact they didnt go over the berm nad tried other ways to only find out there isnt and then came out me showed some intelligence.
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vet wv

Posted Apr 28, 2009, 11:49 pm
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lordbam said:
does the car influence the path finding?


thats a really important question Bam.... i am deligheted that razorbacks and texans try to climb stuff they cant but really they should know they cant and find the shortest route on a gradient that they can manage.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Apr 29, 2009, 1:47 am
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AI upgrades! I love them! Thanks for jumping into the hassle of AI coding, Sam! =)
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vet marshal wv

Posted Apr 29, 2009, 10:05 am
*sam*
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Quote:
lordbam said:
does the car influence the path finding?

thats a really important question Bam.... i am deligheted that razorbacks and texans try to climb stuff they cant but really they should know they cant and find the shortest route on a gradient that they can manage.


Currently, the vehicle type is not part of the calculation. I guess it probably should be, but it would mean defining some sort of per-chassis scaling factor.
Quote:

AI upgrades! I love them! Thanks for jumping into the hassle of AI coding, Sam!


No prob! This was actually an easy one..
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 29, 2009, 10:29 am
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S105455

Just did a fl gates map, from one of my favorite snipe position, unhappy to say that none of the npcs showed any improvement

turn 80 box van 340 m away tries to climb an impossible hill, he stayed there till the end turn 200ish

the others an elim, pu, and apache did the usuall trying to crawl up my hill while i did the usuall

note, i don't know if it's my fault, but one of my peds did a flying leap off the cliff, only to turn around in mid air and try to go back to her (much more strategic) destination whille sliding down a very steep grade, needles to say she didn't make it,

if it's a bug can you bring her back plz :) or maybe it's physics

on a side note an other ped sometimes showed the gray waipoint going straight down towards the npc cars, happend several times, and had to make him sit and squat again, hoping he wouln't have the nostalgic impulse to join his friend
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Apr 29, 2009, 1:09 pm Last edited Apr 29, 2009, 1:10 pm by *Tinker*
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Event ID S105586
Location: Gates of Somerset
Server Date: 2009-04-30 02:19:30
Overall Winner: camp 02

was getting chased and when i went over a hill that wasnt that steep the AI stopped and turned to go around it.

I could undeerstand if the NPC driver was scared to drive over where I did. Could be the case... It will let you have a very good chance to get away if they get close, which he was.
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vet wv

Posted Apr 30, 2009, 2:33 am
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*Tinker* said:
S105455

Just did a fl gates map, from one of my favorite snipe position, unhappy to say that none of the npcs showed any improvement

turn 80 box van 340 m away tries to climb an impossible hill, he stayed there till the end turn 200ish

the others an elim, pu, and apache did the usuall trying to crawl up my hill while i did the usuall

note, i don't know if it's my fault, but one of my peds did a flying leap off the cliff, only to turn around in mid air and try to go back to her (much more strategic) destination whille sliding down a very steep grade, needles to say she didn't make it,

if it's a bug can you bring her back plz :)  or maybe it's physics

on a side note an other ped sometimes showed the gray waipoint going straight down towards the npc cars, happend several times, and had to make him sit and squat again, hoping he wouln't have the nostalgic impulse to join his friend


I sniped FL gates too. They didnt show alot of improvement with me either, although they all made it harder for me to hit them when they stooped and didnt climb. They basically drove out of my LOS, so I had to get 2 of my 3 occupants out and empty their ped weapons into them. One car of the 4 did try and drive around, but where I was camped, he wasnt getting to me anyways. There just wasnt a better route than the way I went. Only thing getting where I was would be a very fast muscle car. I was using a 3.2V8 with A armor Buccaneer.
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Apr 30, 2009, 2:46 am
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I had a couple of events in which the AI got stuck trying to climb a hill. In neither event did they try to back down and go around the hill(s). Though one Gallowglass did make a valiant attempt at climbing a very steep hill.

(One was at gates of SS, the other at Bloody Red Sky)
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Posted Apr 30, 2009, 2:55 am
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How steep were the hills?

There are several other algorithms used by the NPCs to get from point A to point B.. the pathfinding we have been discussing is their favoured approach, but they fall back on other approaches when that fails.
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Posted Apr 30, 2009, 11:08 am
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*sam* said:
How steep were the hills?

There are several other algorithms used by the NPCs to get from point A to point B.. the pathfinding we have been discussing is their favoured approach, but they fall back on other approaches when that fails.


Quite steep. Unless I have a pretty good speed going I cant get up there. And without A armor I dont think I can either, hehe
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Apr 30, 2009, 12:50 pm
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Bloody Red Sky: The hill wasn't terribly steep and the NPC could have made it up with a bit of speed, but I think it came into it only shortly after the start. He was within about 20 meters of the proper road which would've taken him to the same place that he wanted to go.

Gates of SS: The two cars which got stuck were trying to climb a hill only the climbiest of cars could actually make. They chose to climb rather than go around the hill, this time about 60 meters from the pass.
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Apr 30, 2009, 12:57 pm
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I have noticed when they lose sight of your vehicle they slow down and bunch up again unless you have them really split up.

they also go full speed and climb a hill if you did the same to get a nice high shooting position, something that has changed. before they wouldnt attempt to climb the slope you just went full speed to climb.

getting harder to find spots they wont climb
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vet wv

Posted May 29, 2009, 2:48 pm
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Heheh, the new AI pathfinding and pirate composition in Firelight damn near killed my gang leader today, and beat the hell out of one of my 5Lv8 engines.

I am, at this moment, too scared to take my lorries out on the road!

Hurray! Thanks Sam!
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vet wv

Posted May 29, 2009, 6:41 pm
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Vamp just played dead on me?
I was CGLing him and just stopped

But he stopped at top of hill !
I reversed right done into valley in my Estate ( i know i know check meoutlast of the big spenders)

AND WHAMMO ! down he comes - sneaky bugger

COCO
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vet wv

Posted May 29, 2009, 7:04 pm
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Never seen them run away quite like this before...

S114677

Watch the Sonic run for the fence.

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vet wv community

Posted May 31, 2009, 6:58 am
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Marrkos said:
Never seen them run away quite like this before...

S114677

Watch the Sonic run for the fence.



First time I've seen the AI do that, it was very intelligent of him(AI) as any other path would have got him killed. The AI is learning from its mistakes. :)
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Posted May 31, 2009, 7:28 am Last edited May 31, 2009, 7:29 am by Lord Foul
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I have been telling you guys this from the beginning!.. OK, well since I joined and subbed.

The AI learns from YOUR/OUR mistakes! It may take a while before you see the change, but IT WILL change!

Tell me a year from now that I am wrong. We both have to prove our side of the (AI-getting smarter/or not) debate! I can wait a year to debate this!

3-ringbinderofproofJD
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vet marshal wv cont

Posted May 31, 2009, 3:52 pm
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I put most of the pirate pursuit in a recent 6 car solo scout into a deep sandbowl using spikes on a narrow road... normally they will try the steep side and not get out...

This time they traversed the bowl to the shallow gradient and exited there, with some stopping in the middle of the bowl as they now had LOS on 1 or 2 of my cars...

Definately better routing and logic there...

Pie
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Posted May 31, 2009, 7:21 pm
Mad Mike
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now all we do is start driving off cliffs again and the AI will start doing the same !
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vet wv

Posted Jun 1, 2009, 1:14 am
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Way ahead of ya Mike. ;)
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Posted Jun 1, 2009, 2:00 am
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