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None of these appear to work in an intuitive fashion. Are there algorithms that better resemble biological strategies? If I create a large walled area, I expect
by iandanforth 12y ago
None of these appear to work in an intuitive fashion. Are there algorithms that better resemble biological strategies? If I create a large walled area, I expect an entity to explore in one direction with a preference with external walls, miss areas and completely fail sometimes.
Here's a cute and furry demonstration of biological pathfinding: https://www.youtube.com/watch?v=HRd5WYrnML4 https://www.youtube.com/watch?v=HRd5WYrnML4
- Tehnix 12y agoThat sounds like a Depth-First-Search[1] (which wasn't included exactly). In DFS you'll go all the way out one way, until you reach the end, and then go back to when you last had a choice, and go out a new way, etc (a bit like the mouse did). It is worth mentioning though, that this approach probably isn't so good if the map level is very large, since the BFS is way more likely to catch something around the player first. [1] http://en.wikipedia.org/wiki/Depth-first_search http://en.wikipedia.org/wiki/Depth-first_search