Thread: A* path finding or improved DFS

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  1. #1 A* path finding or improved DFS 
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    Base is ruse one of the base releases, don't ask me why lol but I need a very efficient path finding for automation, not just players.

    I am using Shiver's path A* but seems like it has a lot of issues in edge cases.

    Paying well

    Discord: Benberi#3022

    Either assist with fixing Shiver's one, or implement a new one without redoing the region system.
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    plz dont take my wizard mind bombs Women's Avatar
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    ur not using the same pathfinding as runescape but u want it to perform like runescapes?
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    Rip pathfinding out of client?
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    Hey,

    Pathfinding has been the same in the client for a while. Here is an 'official' documentation https://oldschool.runescape.wiki/w/Pathfinding So to be clear, they actually use Breadth first search and not Depth first. It is a rather 'greedy' approach but will give you the shortest path. A* is weighted and uses a heuristic (manhattan distance/euclidean/chebysnev etc). Your client will for sure have code to demonstrate how this handled. I'm a bit worried because you probably should not need to pay for this. Also when you say it has edge cases, can you elaborate? Show us a scenario or something I am rather curious. Are any edge cases occurring whilst in combat? If so, you must note that the calculations you perform in order to move your player to the tile you need to be on in order to attack your opponent needs to be considered. BFS is still used however there are checks and other things to consider when choosing the tile you need to move to.

    I have both implemented, BFS and AStar. I have compared the path constructed in many scenarios. The path's differ in certain scenarios and in other scenarios it does not. There are also no edge cases my implementation has caused the path finder to 'fail' or act 'incorrect' or seem 'unjustified' for the path it has calculated. It would also be good to know which scenarios you are mentioning.
    Last edited by Parabellum; 10-13-2020 at 03:36 PM. Reason: Extra information
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  7. #5  
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    Quote Originally Posted by Women View Post
    ur not using the same pathfinding as runescape but u want it to perform like runescapes?
    Never said I want it to perform like runescape . Don't really care if its like it or not, I don't need this for players, I just need it to walk without colliding and possibly shortest aiming for it with least processing time.

    Also I already use the path finding of the client, however it was too heavy for what I need


    anyway, solved this myself can close

    Quote Originally Posted by parabellum View Post
    Hey,

    Pathfinding has been the same in the client for a while. Here is an 'official' documentation https://oldschool.runescape.wiki/w/Pathfinding So to be clear, they actually use Breadth first search and not Depth first. It is a rather 'greedy' approach but will give you the shortest path. A* is weighted and uses a heuristic (manhattan distance/euclidean/chebysnev etc). Your client will for sure have code to demonstrate how this handled. I'm a bit worried because you probably should not need to pay for this. Also when you say it has edge cases, can you elaborate? Show us a scenario or something I am rather curious. Are any edge cases occurring whilst in combat? If so, you must note that the calculations you perform in order to move your player to the tile you need to be on in order to attack your opponent needs to be considered. BFS is still used however there are checks and other things to consider when choosing the tile you need to move to.

    I have both implemented, BFS and AStar. I have compared the path constructed in many scenarios. The path's differ in certain scenarios and in other scenarios it does not. There are also no edge cases my implementation has caused the path finder to 'fail' or act 'incorrect' or seem 'unjustified' for the path it has calculated. It would also be good to know which scenarios you are mentioning.
    Awesome answer buddy, thanks for the information!
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