[freeciv-ai] Re: (PR#4744) More pathfinding
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Wed, 8 Oct 2003, Jason Short wrote:
> Sam Steingold wrote:
> > `Go' appears to prefer diagonal paths, ignoring other circumstances.
> > If I send a transport (= defenseless unit) from a point with Cartesian
> > coordinates (0,0) to the point (0,10), `Go' will take it to (5,5)
> > diagonally and then to (0,10), diagonally again.
> > what if there is a hostile city near (5,5)?
> > I wouldn't want to approach it with a defenseless unit!
> > (Is this an AI issue?)
>
> Hmm, I think this was the case with the old goto in 1.14. But the pf
> goto selects a path that appears to be completely random (which is also
> not so good).
Correct.
> No doubt some sensible defaults could give the unit more intelligent
> behavior:
>
> For military units:
>
> - Passing unknown tiles on the way.
> - Passing by enemy units on the way.
Not sure about that.
> For non-military units:
> - Staying away from enemy units.
> - Taking the most direct route possible.
mmh, was is the "direct"? I don't think this would be easy to implement.
Other behaviours can be done with a good choice of get_EC callback (the
present version is located at
http://www.freeciv.org/lxr/source/client/goto.c#L318
G.
[freeciv-ai] Re: (PR#4744) More pathfinding, Sam Steingold, 2003/10/08
[freeciv-ai] Re: (PR#4744) More pathfinding,
Gregory Berkolaiko <=
|
|