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Member Since 23 Jan 2011
Offline Last Active Jul 21 2012 04:11 AM

Posts I've Made

In Topic: Grid pathfinding with a lot of entities

19 June 2012 - 01:34 PM

actually, don't loop thru the 'map' - but rather generate an array of all unobstructed map spaces, looping thru that and updating it and the map with each iteration.

In Topic: Grid pathfinding with a lot of entities

19 June 2012 - 01:30 PM

interesting problem!

I was thinking about this and how to fill in the 'walk map' and the algo I would try first is just loop thru the map, placing an incremented number next to any space which borders a non-zero space, loop until no more zero spaces

The entities which are surrounded by other entities (and thus can't move) are then not even checked, and if a space is reachable by two or more other spaces is only dealt with once! Seems like perhaps the speediest way to make the move maps. No need to use any pathfind algo at all!

In Topic: I'll be working on this game all summer. Any thoughts?

08 June 2012 - 09:43 PM

Excellent! Definitely could see this as a popular mobile app... keep going!

In Topic: Figuring out economic problems

19 May 2012 - 06:28 PM

In regards to generating market pricing, supply, demand curves, etc... I came across this interesting thesis and I would like your opinion:


Also, any updates or tidbits regarding your own AI Sim Project that you have alluded to before? Any scraps of info would be great to read!


In Topic: Finding RtNEAT tutorial/example code

01 May 2012 - 08:04 PM

What you have in the end is simply a single algorithm no different that some sort of rule-based system like a behavior tree, expert system, utility-based system, planner, etc. The only difference was how you arrived at that single solution. (And the major weakness being that you might not be able to meaningfully tweak it later since you might not really know what any of the results "mean".) Really, all you are doing is "hoping for the best".

I understand your thoughts here, but isn't your book suggestive in its attempt to generate a variety of 'correct' (human-like) responses, with the variability (on the fringes) of some unpredictability mixed in (some controlled 'noise')?

Also... is there any way I can read/hear the interview with Dwarf Fortress guy without paying $57/quarter at AIgameDev.com- is there a 'per article' fee possibly?