4 ms·
For a proper fix they would probably want the guest to remember places they had been previously and bias against those places.
by Taek 6y ago
For a proper fix they would probably want the guest to remember places they had been previously and bias against those places.
- egypturnash 6y agoThere's a suggested fix for just this on the Github discussion. https://github.com/OpenRCT2/OpenRCT2/pull/12546#issuecomment-668281428 https://github.com/OpenRCT2/OpenRCT2/pull/12546#issuecomment... According to their quick test, this will definitely result in guests solving mazes a lot faster.
- bscphil 6y agoThis approach appears to do something different, which is allow the guests to cheat - it relies on information a real maze solver would not have, including how close a tile is to the exit.
- Taek 6y agoNot going to break immersion for me if guests are casually cheating. It's nice to see: 1. guests wandering around randomly - every part of the maze is regularly visited if the maze is busy 2. guests being not hopeless at actually solving mazes If the guest makes progress opaquely by sometimes cheating, I'm really not going to notice as a player. On the other hand, some of the other solutions presented here (like using the left hand rule) would make the mazes a lot less interesting to watch.
- bscphil 6y agoOh, I agree with that, I especially wouldn't want to see a left hand rule solution, but my point was just that it's not just > remember places they had been previously and bias against those places Which is something a real maze solving algorithm could do. The linked solution might do that, but mainly it works by cheating (effectively, implementing "gravity" pulling guests towards squares that it knows are closer to the end). That might be just fine for the purposes of making a video game, but it doesn't seem like the sort of approach you were talking about.
- aasasd 6y agoReal-life mazes are sorta known for not working like that: https://youtu.be/u9xvrbfyKGQ?t=425 https://youtu.be/u9xvrbfyKGQ?t=425
- int_19h 6y agoWell, you'd generally remember the last few turns you'd take. The longer the loop, the harder it is to detect. So the algorithm could do something similar - and it would also help with keeping the memory bound sane.