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Farer
searching Neon…
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7 ms
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1.
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by
Farer
1y ago
So interesting ! I made custom pathfinding solution before. How about considering my project too ? https://github.com/Farer/bw_path_finding
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Farer
1y ago
I really dislike extreme views. 0 or 1. This is a concept that only fits the Digital world. The world we live in is analog. Although we call the world we live in a 'Digital World,' in reality, the 'Digit' itself is simpl
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Farer
1y ago
"The end of tuning is stock." https://news.ycombinator.com/item?id=41910736
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Farer
2y ago
Yes, I was a huge fan of Ultima 7, 9 and Online. I remember that incredible sense of freedom gave me a kind of liberation(?). It’s an honor to be able to have this conversation with you. Thinking about how you were already grappling with pa
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Farer
2y ago
Oh, thank you. I'll have to take a look at the source code as well.
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Farer
2y ago
Oh~ This is very similar to the concept I was thinking of. I don't really like the idea of exploring strictly in a clockwise direction, though. Thank you for the information!
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Farer
2y ago
I’ve reviewed the source code. It seems like starting with clear and accurate information about the obstacles could be an issue. Also, if the obstacles become very large, preprocessing will likely be necessary.
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Farer
2y ago
Oh, I saw that blog too. It helped me a lot to be inspired. What I mean by "performance" is that I want to minimize preprocessing, and I want to minimize the amount of computation I can do even when I'm navigating in real tim
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Farer
2y ago
Yeah, I thought about that too, but I'm also trying to keep pre-processing work as light as possible.
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Farer
2y ago
The algorithm for finding detour points is as follows. In fact, I’ve improved it a bit through research: 1. Detect a collision with an obstacle on the straight path connecting the starting point and the destination. 2. Decide which dire
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Farer
2y ago
Oh~ That’s awesome! I’ll start analyzing the source code! Thank you!
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Farer
2y ago
Oh! That’s exactly correct! It seems I didn’t explain it clearly enough. As you mentioned, *"the goal is to find a decently short path, not necessarily the shortest one."* That’s absolutely right. The basic idea is that when an
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Farer
2y ago
Thank you so much for providing an example related to the project! The example you mentioned might need to be delegated to the wolf’s *lifestyle logic*. For more thoughts on this, it would be great if you could check out the link below:
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Farer
2y ago
Yes, I’m also trying to explore as many options as possible. However, I do have a strong desire to minimize preprocessing as much as I can.
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Farer
2y ago
Oh, as expected, A* couldn't be fully utilized on older hardware. I can totally relate, as I’m running my server on a Mini PC with an *N100 CPU* right now. Hearing stories about the challenges and solutions for low-spec hardware like t
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Farer
2y ago
A* and JPS seem a bit different from the direction I’m aiming for.
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Farer
2y ago
Wow~ You’re one of the developers of Ultima, a game I truly loved! The concept of using "highways" is really fascinating! However, in my project, everything is in plain view for everyone to observe, so I won’t be able to use any c
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Farer
2y ago
Oh~ This is definitely worth referencing as well. Thank you for the information!
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Farer
2y ago
Oh! This seems like something even AIs haven’t suggested before. The fact that it attempts paths in real-time without preprocessing is what I like the most! I definitely need to research this further! I’ll definitely take a look at it. Th
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Farer
2y ago
@wormlord Yes, as you mentioned, the fact that "it’s not guaranteed to always find a solution" is perfectly fine for me. That’s because it feels more natural. Moreover, since my goal isn’t to always find an answer in the shortes
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Farer
2y ago
@deathanatos Yes, as you mentioned, the idea of "it doesn’t have to be the optimal path" aligns perfectly with my thinking as well. In the case of the algorithm I’m currently working on, it wouldn’t enter those concave areas direc
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Farer
2y ago
I haven’t watched the video yet, but I really like the title: “on slow computers.” I'll give you feedback again after I watch it. The document you mentioned also seems to have a lot to learn from.
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Farer
2y ago
It would be great if it could be applied universally, but it seems that accommodating all situations in the real world won’t be easy. In the end, I feel like it might have to transition into the realm of inference, much like AI that mimics
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Farer
2y ago
I also hope it works as well as you’re thinking.
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Farer
2y ago
@johnfn The approach I’m considering would be similar to how humans navigate: using only visible information to continuously infer and find the way in real-time. It would essentially break down the flow of how humans navigate into small, i
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Farer
2y ago
As far as I’ve researched, if there’s an assumption that there are no obstacles, the fastest way to select a straight path is Bresenham's Line Algorithm. If I’m mistaken about this, please let me know! In my project, since I don’t ne
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Farer
2y ago
First, I understand that the JPA (Jump Point Search) family only works efficiently in static environments. This means it requires preprocessing to achieve high efficiency. What I'm aiming for, however, is a real-time scenario where s
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Farer
2y ago
Oh! This is it! This is exactly why I wanted to create a new algorithm!
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Farer
2y ago
@jvanderbot Ah, I did hear about the Visibility Graph through AI. I didn’t fully understand it due to my lack of knowledge. But with you bringing it up again, I think I should look into that as well. Thank you for your kind response.
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Farer
2y ago
I think this part also needs to be considered. Many pathfinding algorithms, including A* , aim to find the optimal path. However, my goal started with replicating how humans visually find their way. In such cases, humans cannot see the
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