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Old July 6, 2011, 16:22   #1
Therem Harth
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I think I'm biting off more than I can chew...

In ToME 2, drastically increasing MONSTER_FLOW_DEPTH and turning on the flow_by_sound option will make monsters better at tracking the player. But not good enough. You still get situations like this:

http://angband.oook.cz/screen-show.php?id=1941

The problem is that the monsters will never move *away* from the a character to reach him around obstacles, so they get stuck behind walls or in niches. And I really have no idea how to remedy this.

Help?
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Old July 6, 2011, 22:31   #2
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I could only imagine that there is a sanity check that makes sure the monster is moving in the right direction ( not down and not right )

If there is such a sanity check, then you might be in a world of pain after removing it ;]

T.
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Old November 13, 2011, 17:48   #3
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*invokes Wizard Mode and resurrects thread*

Okay, I've noticed that in Vanilla (3.2.0 or later) "smart" monsters go to great lengths to follow the player around. For instance, in my current V game I saw Sauron navigate his way out of a checkerboard room to come after my character. Even Trolls will occasionally move away from @ so they can intercept him.

How do current versions of V handle the dungeon flow stuff? This behavior is really great, and I want to bring it to T2.
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Old November 15, 2011, 21:38   #4
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http://roguebasin.roguelikedevelopme..._Dijkstra_Maps
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Old November 16, 2011, 08:23   #5
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This is... this is... beautiful.
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Old November 19, 2011, 02:45   #6
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Yeah, I'm using those for a roguelike I'm making (yarg-roguelike on Google Code). The best improvement other than efficiency so far is free fleeing behavior (just flow in the opposite direction as pursuit, no need for extra logic).

Those are pretty amazing.
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Old November 19, 2011, 11:17   #7
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Am I missing something or isn't this just A* search with custom cost functions?

(EDIT: Not that figuring out those cost functions is all that easy, necessarily, but...)
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Old November 19, 2011, 12:41   #8
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I was thinking about that, too, but the implementation seems different - I haven't worked out the big-Os but intuitively this feels worse than A*.
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Old November 19, 2011, 13:58   #9
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So in one sense it's worse than A* because you map out the whole level rather than quitting as soon as you find the path.

But with Dijkstra Maps, you just need to pathfind once when the player moves,and all the monsters who need to move to the player (or run away from him) can use the same map - just check the 8 adjacent squares and take the lowest-cost one (chase the player) or highest-cost (fleeing)

It's a lot better when you have many monsters pathfinding to the player.
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Old November 19, 2011, 18:22   #10
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Wouldn't tunneling and the like require recalculations of the map?
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