Timeline for AI world exploration?
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 30, 2018 at 13:17 | vote | accept | stevon8ter | ||
| Aug 30, 2018 at 13:17 | |||||
| Aug 29, 2018 at 15:05 | comment | added | stevon8ter | I can't access the nodes from the complete navigation mesh, I can only ask for "which node is closest to position x". The framework (which has the initial nav mesh) doesn't return a list of nodes | |
| Aug 29, 2018 at 14:50 | comment | added | Philipp | I assumed you would create nav meshes bottom-up instead of top-down (stitch together walkable polygons, not cut out unwalkable polygons). But considering that you already have a complete navigation mesh, you could simply copy the nodes from it into the agent-specific navigation meshes. | |
| Aug 29, 2018 at 14:23 | comment | added | stevon8ter | I'm having some issues with this. What my idea now is: "Create a navmesh of the entire world size" (thus being 300x300 square) and then when I see a house, cut it out, but I have no idea how I'd mark on that one where I already travelled, as I can't just mark the entire polygon I'm on right now. Do I just mark the vertices as visited? But then there's the problem that I might miss houses as I only travel along edges | |
| Aug 29, 2018 at 13:20 | comment | added | stevon8ter | I did not think about a second nav mesh, but that's actually quite a good idea. Thank you. | |
| Aug 29, 2018 at 13:19 | comment | added | Philipp | @stevon8ter One way could be to give each agent its own navigation mesh which it builds by itself as it explores the world. This makes sure you won't "cheat" by having your route finding use knowledge about areas the agent did not explore yet. If you want to avoid all these copies of the navigation mesh in order to conserve memory, then you could just keep a set of all edges between visited and unvisited nodes for each agent. | |
| Aug 29, 2018 at 13:15 | comment | added | stevon8ter | What would you suggest to store these "maps" in? I don't think it would be efficient to store all the positions with a flag in a vector | |
| Aug 29, 2018 at 13:14 | comment | added | stevon8ter | Thank you kind sir, this will help me tackle this problem. I was thinking of choosing a random point in an "unexplored" map, but going by an explored point closest to where my character is at right now, might be a better way. | |
| Aug 29, 2018 at 13:09 | history | answered | Philipp | CC BY-SA 4.0 |