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### #ActualNathanRunge

Posted 16 May 2013 - 08:38 PM

Simplification

I think, for the moment at least, we're looking to simplify the problem. As such, we're:

1. Eliminating the possibility of moving platforms.
2. Eliminating the possibility of mobile obstructions.

We're going to keep the data structures used to predict the positions of these elements in case we implement them in the future, but we think removing them for now simplifies the process of getting a working AI implemented, at least for a prototype. We do, however, have to keep mobile hazards. These are required for certain trap types, as I'll try to demonstrate in attached diagrams. These are basically rectangles that follow a time-keyed path, with an enumeration determining what they do at the completion of their path. Using a time-offset you can determine where they'll be in 't' seconds.

Jump Arcs

I completely agree with your take on the jump arcs. The plan, as it stands, is to calculate all jump connections at full horizontal velocity and a fixed jump velocity. For the purposes of a prototype I'll have all AI's featuring the same 'jump impulse'. In the future I may use a limited set of 'jump impulses' and use a dictionary to lookup the navigation data appropriate for that type of AI.

Precalculation

I definitely intended to calculate jump links after the platform information. Calculating during the build phase would certainly reduce the peak strain on the system and it's something I'll look into doing.

Path Creation

The current system calculates its path only if it's on a platform, otherwise it uses simple steering. I'm glad to hear you'd recommend that approach. Regarding the creation of nodes, are you recommending creating a series of jump links along the platform, each one having a position on the platform in addition to a destination on the target platform and a velocity? Would the AI run between these link locations and jump if it meets the requirements? Or would we simulate AI actions, such as I described in my previous post? If so, would jump only be considered an option at a jump link point? Or would it be best to pre-select a jump link to use and the propagate actions to reach that link?

Mobile Obstacles

Even though we're removing mobile obstacles for the time being, I'll briefly address them. Mobile obstacles are similar to mobile platforms in that they move and may obstruct the player, the difference being only that mobile platforms are flagged to be considered by the pathfinding system. In the case of player-placed obstacles they would follow the same restrictions as all other traps and obstacles, and would not move in such a way as to obstruct the edge of a platform. Rather than using plathfinding to validate player-placed items, we use a simple set of rules to prevent impassable areas. Obstacles and traps must be spaced at particular intervals, can't sit right at the edge and mobile obstacles don't roam, but follow a pattern.

I'll also address mobile hazards. The most obvious example would be minions, which may patrol an area. Others include 'swinging traps', for example. Say a swinging hammer which moves back and forth. While the base remains fixed, the area considered to be dangerous moves and the AI would need to consider how best to avoid that danger.

Recapping the Plan

I'm trying to take all these discussions and your very helpful advice and hammer it into a plan going forward. The only area that concerns me overly much at this stage is the 'action planning' phase during run-time. In my previous post I described creating a graph of possible actions, but this didn't properly account for a series of jump links. Is creating that sort of action graph how you would recommend approaching it, or should the AI really be using standard pathfinding, following the available platform space until I reach a jump node that it can use or it runs out of space. In doing so I would need to simply scan for obstacles immediately ahead and react on the fly which won't produce the best results but would be a lot more resource efficient than simulating many actions to find the next platform.

If I continue by simulating actions and navigating the action graph using A*, how do I approach the jump links? Should the AI try to navigate to one of them, or assess them on the fly? Do these links dictate whether the AI should simulate jumping actions, or do they just inform the AI that it can try jumping to another platform from here if it meets its requirements? Would that not also be accounted for by simulating the available actions?

Thank you once again for all your help.

### #1NathanRunge

Posted 16 May 2013 - 08:38 PM

Simplification

I think, for the moment at least, we're looking to simplify the problem. As such, we're:

1. Eliminating the possibility of moving platforms.
2. Eliminating the possibility of mobile obstructions.

We're going to keep the data structures used to predict the positions of these elements in case we implement them in the future, but we think removing them for now simplifies the process of getting a working AI implemented, at least for a prototype. We do, however, have to keep mobile hazards. These are required for certain trap types, as I'll try to demonstrate in attached diagrams. These are basically rectangles that follow a time-keyed path, with an enumeration determining what they do at the completion of their path. Using a time-offset you can determine where they'll be in 't' seconds.

Jump Arcs

I completely agree with your take on the jump arcs. The plan, as it stands, is to calculate all jump connections at full horizontal velocity and a fixed jump velocity. For the purposes of a prototype I'll have all AI's featuring the same 'jump impulse'. In the future I may use a limited set of 'jump impulses' and use a dictionary to lookup the navigation data appropriate for that type of AI.

Precalculation

I definitely intended to calculate jump links after the platform information. Calculating during the build phase would certainly reduce the peak strain on the system and it's something I'll look into doing.

Path Creation

The current system calculates its path only if it's on a platform, otherwise it uses simple steering. I'm glad to hear you'd recommend that approach. Regarding the creation of nodes, are you recommending creating a series of jump links along the platform, each one having a position on the platform in addition to a destination on the target platform and a velocity? Would the AI run between these link locations and jump if it meets the requirements? Or would we simulate AI actions, such as I described in my previous post? If so, would jump only be considered an option at a jump link point? Or would it be best to pre-select a jump link to use and the propagate actions to reach that link?

Mobile Obstacles

Even though we're removing mobile obstacles for the time being, I'll briefly address them. Mobile obstacles are similar to mobile platforms in that they move and may obstruct the player, the difference being only that mobile platforms are flagged to be considered by the pathfinding system. In the case of player-placed obstacles they would follow the same restrictions as all other traps and obstacles, and would not move in such a way as to obstruct the edge of a platform. Rather than using plathfinding to validate player-placed items, we use a simple set of rules to prevent impassable areas. Obstacles and traps must be spaced at particular intervals, can't sit right at the edge and mobile obstacles don't roam, but follow a pattern.

I'll also address mobile hazards. The most obvious example would be minions, which may patrol an area. Others include 'swinging traps', for example. Say a swinging hammer which moves back and forth. While the base remains fixed, the area considered to be dangerous moves and the AI would need to consider how best to avoid that danger.

Recapping the Plan

I'm trying to take all these discussions and your very helpful advice and hammer it into a plan going forward. The only area that concerns me overly much at this stage is the 'action planning' phase during run-time. In my previous post I described creating a graph of possible actions, but this didn't properly account for a series of jump links. Is creating that sort of action graph how you would recommend approaching it, or should the AI really be using standard pathfinding, following the available platform space until I reach a jump node that it can use or it runs out of space. In doing so I would need to simply scan for obstacles immediately ahead and react on the fly which won't produce the best results but would be a lot more resource efficient than simulating many actions to find the next platform.

If I continue by simulating actions and navigating the action graph using A*, how do I approach the jump links? Should the AI try to navigate to one of them, or assess them on the fly? Do these links dictate whether the AI should simulate jumping actions, or do they just inform the AI that it can try jumping to another platform from here if it meets its requirements? Would that not also be accounted for by simulating the available actions?

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