roguelike + alife folks, how do you usually do pathfinding within situations where you have multiple gradients to take into account (let's say water, walls, and a goal gradient). this is similar to what folks call "djikstra maps" in roguelike circles.
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Replying to @Michael_C_Mahon
yeah, you can assign a "cost" per cell. the weird thing about that approach is that it has a single central goal with multiple layered incentives, rather than a set of incentives which are all treated equally.
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Replying to @lorenschmidt @Michael_C_Mahon
All layers are not supposed to be treated equally tho, this is why they have different weights.
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Replying to @GateReiniat @Michael_C_Mahon
right, i don't mean that the coefficients are the same- just that there isn't a single layer which is more important than others
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you could do that iteratively; first try to find a path that can't go outside your highest-priority layer, if that fails then enable the next highest priority layer, etc if the top couple layers are often usable this would be a lot faster than most A* because of path constraints
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