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InsideQC Forums • View topic - The Dijkstra Project

The Dijkstra Project

Discuss Artificial Intelligence and Bot programming.

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Re: The Dijkstra Project

Postby OneManClan » Thu Sep 04, 2014 3:17 am

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Re: The Dijkstra Project

Postby frag.machine » Thu Sep 04, 2014 11:35 am

It's all about correctly determining the cost to find B, actually. In the example you showed, a blocked waypoint should represent a HIGHER cost than the not so close but visible alternative.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: The Dijkstra Project

Postby OneManClan » Thu Sep 04, 2014 3:51 pm

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Re: The Dijkstra Project

Postby OneManClan » Thu Sep 04, 2014 4:03 pm

Just to clarify (in case I'm not explaining myself clearly): currently the bot successfully navigates the nodes and ends up at the final waypoint. The final waypoint is always one that is the closest and has 'line of sight'. This would be fine if the bot needed to attack, but in this case I want the (friendly) bot to navigate itself to the owner's position.

The problem is the way the 'final waypoint' is determined. Currently, it's decided by 'the last one the owner touched', but this does not mean that its the closest, or the most accessible. Let's take another look at the scenario I described earlier:
Image
The blue line is the path the owner took. The bot is standing at the last wp the owner touched. Once the onwer is in the position shown, the command goes out "come here, bot", but from the bots current position he cant reach me.
Image
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Re: The Dijkstra Project

Postby gnounc » Thu Sep 04, 2014 6:20 pm

Pretty sure in that screenshot, there should be a jump or rocketjump waypoint over the obstacles between a and the player, there should also be a waypoint at or very NEAR the player. From that waypoint, there should be a path to b, between the obstacles, and to a.

The scenario you show appears to just not have enough waypoints. 2 waypoints for that screenshot is an absurdly small number.

http://mrelusive.com/oldprojects/obots/ ... gamewp.gif
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Re: The Dijkstra Project

Postby drm_wayne » Thu Sep 04, 2014 10:06 pm

was the Omicron bot source ever released?
Because they are really smart.

atm i am using an customized bot based on "Globot" with basic waypoint navigation hardwired in my engine, they work fine for me atm,
but they are not really "portable" to other engines.

ofc its easier to copy/paste frikbots, but i like to make my own bots.
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Re: The Dijkstra Project

Postby OneManClan » Thu Sep 04, 2014 11:29 pm

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Re: The Dijkstra Project

Postby Spike » Fri Sep 05, 2014 8:15 am

touching is stupid. make a sea of waypoints and then just find the nearest.
of course, this will easily push you over the 512 entity limit of vanilla quakeworld...
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Re: The Dijkstra Project

Postby jitspoe » Thu Feb 26, 2015 11:03 pm

This is a common problem with waypoints in general, especially with complex geometry.

I've got a video of the stuff I'm working in with waypoints here: https://vimeo.com/116576240

Ultimately, I think I'm going to do away with them completely and try to use something more along the lines of a navmesh (or some similar system tied into the geometry of the map).

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