Thread: A* path finding or improved DFS

Results 1 to 5 of 5
  1. #1 A* path finding or improved DFS 
    Registered Member
    BenBeri's Avatar
    Join Date
    Jan 2013
    Posts
    484
    Thanks given
    57
    Thanks received
    128
    Rep Power
    248
    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 [Only registered and activated users can see links. ] 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.
    Reply With Quote  
     

  2. #2  
    flying at tree level

    Women's Avatar
    Join Date
    Mar 2010
    Posts
    1,747
    Thanks given
    562
    Thanks received
    829
    Rep Power
    1849
    ur not using the same pathfinding as runescape but u want it to perform like runescapes?
    Reply With Quote  
     

  3. Thankful user:


  4. #3  
    Imagine V2 s00n
    Hank's Avatar
    Join Date
    Aug 2010
    Posts
    4,279
    Thanks given
    1,682
    Thanks received
    1,963
    Rep Power
    3613
    Rip pathfinding out of client?
    [Only registered and activated users can see links. ]
    Reply With Quote  
     

  5. #4  
    Registered Member

    Join Date
    Sep 2020
    Posts
    19
    Thanks given
    25
    Thanks received
    13
    Rep Power
    173
    Hey,

    Pathfinding has been the same in the client for a while. Here is an 'official' documentation [Only registered and activated users can see links. ] 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
    Reply With Quote  
     

  6. Thankful users:


  7. #5  
    Registered Member
    BenBeri's Avatar
    Join Date
    Jan 2013
    Posts
    484
    Thanks given
    57
    Thanks received
    128
    Rep Power
    248
    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 [Only registered and activated users can see links. ] 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!
    Reply With Quote  
     


Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. Hyperion Path-Finding help
    By Brandyn in forum Help
    Replies: 3
    Last Post: 05-22-2010, 02:27 PM
  2. Replies: 3
    Last Post: 02-03-2010, 11:29 PM
  3. Replies: 6
    Last Post: 11-04-2008, 09:56 PM
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •