In my game, I have modelled the production of items as a graph, where each node is an item (type) and the connections between them are processes to turn one or more material items into one or more products.
Now I want the player to be able to set a production goal, that is a desired number of items he wants produced of a give type.
The task is now for the computer to find the most efficient way of fulfilling the goal. There can be a number of material items already in store, and there can be a cost in time and energy for the processes. The cost in time and energy should be minimized.
Which search algorithm should I use? Neither A* nor BFS seem appropriate...
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#1comfy chair
Posted 29 October 2012 - 05:35 PM
In my game, I have modelled the production of items as a graph, where each node is an item (type) and the connections between them are processes to turn one or more material items into one or more products.
Now I want the player to be able to set a production goal, that is a desired number of items he wants produced of a give type.
The task is now for the computer to find the most efficient way of fulfilling the goal. There can be a number of material items already in store, and there can be a cost in time and energy for the processes. The cost in time and energy should be minimized.
What search algorithm should I use? Neither A* or BFS seem appropriate...
Now I want the player to be able to set a production goal, that is a desired number of items he wants produced of a give type.
The task is now for the computer to find the most efficient way of fulfilling the goal. There can be a number of material items already in store, and there can be a cost in time and energy for the processes. The cost in time and energy should be minimized.
What search algorithm should I use? Neither A* or BFS seem appropriate...