On Mon, Jan 26, 2009 at 9:01 AM, Michael George
<mdgeorge@xxxxxxxxxxxxxx> wrote:
> One possibility to solving this is to have the npc move as it's performing the algorithm.
> i.e. as your search explores a path, the character walks along that path.
>
in the language of A*, I guess you are suggesting ending the algorithm before it completes, then having the ai follow the stored path with the cheapest sum of (cost to follow the path to some point + heuristic estimate to finish from that point). That sounds like a good suggestion, it's often a practical choice choice because the cost to path grows greater than linear with the distance pathed,
On Mon, Jan 26, 2009 at 9:01 AM, Michael George
<mdgeorge@xxxxxxxxxxxxxx> wrote:
> This could probably be implemented fairly cleverly by using generators. You'd probably
> have to experiment with different algorithms to find a more "realistic" approach - I suspect
> that A* would involve lots of wandering since it assumes constant access time for all known
> branches (whereas the character has to walk up and down the tree).
> DFS would probably be more realistic.
>