Skip to main content
deleted 2 characters in body
Source Link
Philipp
  • 123.1k
  • 28
  • 264
  • 344

Both Dijkstra and A* can add different costs to the edges (=connections) from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge, each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on an endangereda dangerous tile to discourage the AI from making this move.

Both Dijkstra and A* can add different costs to the edges (=connections) from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge, each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on an endangered tile to discourage the AI from making this move.

Both Dijkstra and A* can add different costs to the edges (=connections) from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge, each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on a dangerous tile to discourage the AI from making this move.

added 32 characters in body
Source Link
Philipp
  • 123.1k
  • 28
  • 264
  • 344

Both Dijkstra and A* can add different costs to the transitionsedges (=connections) from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge (=connection), each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on an endangered tile to discourage the AI from making this move.

Both Dijkstra and A* can add different costs to the transitions from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge (=connection), each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on an endangered tile to discourage the AI from making this move.

Both Dijkstra and A* can add different costs to the edges (=connections) from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge, each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on an endangered tile to discourage the AI from making this move.

added 32 characters in body
Source Link
Philipp
  • 123.1k
  • 28
  • 264
  • 344

Both Dijkstra and A* can add different costs to the transitions from one tile to another. They also allow to connect two tilesnodes (=tiles) with more than two connectionsone edge (=connection), each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct connectionedge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this connectionedge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it alsorather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you need toshould account for: In certainUnder some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using morethree turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each... orOr maybe not, depending. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to transitionsedges which end the turn on a dangerousan endangered tile to discourage the AI from making this move.

Both Dijkstra and A* can add different costs to the transitions from one tile to another. They also allow to connect two tiles with more than two connections, each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct connection from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this connection would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it also seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you need to account for: In certain conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using more turns but ending each one in cover might be better than using only two, but being exposed at the end of each... or not, depending on the circumstances. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to transitions which end the turn on a dangerous tile to discourage the AI from making this move.

Both Dijkstra and A* can add different costs to the transitions from one tile to another. They also allow to connect two nodes (=tiles) with more than one edge (=connection), each one with a different cost.

The alternative jump-mode would mean that there is an alternative direct edge from each tile to each tile in jump distance. But because a mech can either walk or jump in a turn, the cost for using this edge would be the move points of a whole turn, plus the remaining points of the current turn when there already was a move this turn.

According to your description, the decision for walking vs. running does not make much of a difference regarding path choice, but it rather seem to be a strategic decisions to make. The actor definitely can walk when the destination can be reached in the current turn without resorting to running. But otherwise there are many factors to factor in, like:

  • current heat level and likeliness of being involved in combat before being able to cool down
  • difficulty of any shots which need to be fired this round
  • how strategically important it is to reach the destination quickly

There is no hard rule for making this decision. The best you can do is to use a heuristic approach. Assign positive or negative point values to all circumstances, add them up, and see if the result is positive or negative.

There is also another factor in pathfinding you should account for: Under some conditions it could make sense for a mech to avoid ending its turn at certain locations. When in a danger area, using three turns to get from A to B but ending each one in cover might be better than using only two, but being exposed at the end of each. Or maybe not. It depends on the circumstances and the exact game mechanics. This, again, is a strategic decision you have to make based on heuristics. You could represent this by adding an additional cost to edges which end the turn on an endangered tile to discourage the AI from making this move.

Source Link
Philipp
  • 123.1k
  • 28
  • 264
  • 344
Loading