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erdman wrote:Suppose you have an ant 10 steps from a newly spawned food. If scents are diffused one step per turn, it will take 10 turns for the ant to even be aware of the presence of the food, plus another 10 steps for the ant to move to it. This seems suboptimal, especially if an opponent ant is 11-19 steps away and uses a more direct pathing algo. Further, after the food is consumed, there will be lingering scent that is diffused for some unknown length of time that could cause ants to chase a goal that no longer exists.
Is there an algorithm to fully diffuse a given map at each turn in an efficient manner?
RyokuHasu wrote:something that might be good to look into would be a hybrid of path finding and diffusion.
Think about it, use minimal path finding to avoid getting stuck and to navigate mazes
and use diffusion to push the general direction of the paths.
Parasprites wrote:I still don't see how diffusion is as awesome as claimed.
mac wrote:RyokuHasu wrote:something that might be good to look into would be a hybrid of path finding and diffusion.
Not sure I am following. A hybrid of the two would mean to compute both, with an obvious performance hit... or am I missing something?
erdman wrote:Suppose you have an ant 10 steps from a newly spawned food. If scents are diffused one step per turn, it will take 10 turns for the ant to even be aware of the presence of the food, plus another 10 steps for the ant to move to it. This seems suboptimal, especially if an opponent ant is 11-19 steps away and uses a more direct pathing algo. Further, after the food is consumed, there will be lingering scent that is diffused for some unknown length of time that could cause ants to chase a goal that no longer exists.
Is there an algorithm to fully diffuse a given map at each turn in an efficient manner?
RyokuHasu wrote:if you add a MILD path finding to go with it then you can avoid trapping yourself in dead ends as much.
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