New path finder algs = slow ??

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Szilard
Posts: 386
Joined: Wed Jan 03, 2001 10:00 am

New path finder algs = slow ??

Post by Szilard »

On a couple of AI vs AI run throughs, the new path find seems a lot better - but but also a *lot* slower. Is anybody else noticing this? I've only tried one scenario so far.
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ralphtricky
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RE: New path finder algs = slow ??

Post by ralphtricky »

ORIGINAL: Szilard
On a couple of AI vs AI run throughs, the new path find seems a lot better - but but also a *lot* slower. Is anybody else noticing this? I've only tried one scenario so far.
I'm seeing that on some scenarios now. I'm not sure exactly why yet.

Change the following flags in Opart 3.ini. It's in the Matrix Games/The Operational Art of War direcotry. They should speed things up while I look to the cause.

;Do this first
experimentalAIP2=N
experimentalAIP1=N
;Do this if still too slow
oldpathfinding=Y

Thanks,
Ralph
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
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My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
Szilard
Posts: 386
Joined: Wed Jan 03, 2001 10:00 am

RE: New path finder algs = slow ??

Post by Szilard »

ORIGINAL: ralphtrick
ORIGINAL: Szilard
On a couple of AI vs AI run throughs, the new path find seems a lot better - but but also a *lot* slower. Is anybody else noticing this? I've only tried one scenario so far.
I'm seeing that on some scenarios now. I'm not sure exactly why yet.

Change the following flags in Opart 3.ini. It's in the Matrix Games/The Operational Art of War direcotry. They should speed things up while I look to the cause.

;Do this first
experimentalAIP2=N
experimentalAIP1=N
;Do this if still too slow
oldpathfinding=Y

Thanks,
Ralph

Thanks, Ralph. I tried changing the experimental flags previously, and it didn't seem to make any difference. I'll check out the oldpathfinding flag.
Szilard
Posts: 386
Joined: Wed Jan 03, 2001 10:00 am

RE: New path finder algs = slow ??

Post by Szilard »

Setting oldpathfinding turns off the new path finder but the AI is still a lot slower than before the patch (even with the eperimental flags unset).
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Silvanski
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RE: New path finder algs = slow ??

Post by Silvanski »

I'm sure this is being looked into cuz it's really a bummer
 
It's as if Elmer moves a few units, decides to go make himself a sandwich, comes back to move two other units, then goes to the bathroom etc etc
 
Wake up Elmer!!!
The TOAW Redux Dude
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morleron1225
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RE: New path finder algs = slow ??

Post by morleron1225 »

I thought that we were all looking for a "more human" PO. [;)]

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Telumar
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RE: New path finder algs = slow ??

Post by Telumar »

ORIGINAL: Silvanski

I'm sure this is being looked into cuz it's really a bummer

It's as if Elmer moves a few units, decides to go make himself a sandwich, comes back to move two other units, then goes to the bathroom etc etc

Wake up Elmer!!!

Yeah, my Elmer just behaves the same; could we have him to make also a sandwich for the human player with the next patch? Or for the guests.. Ralph? [:D]
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ralphtricky
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RE: New path finder algs = slow ??

Post by ralphtricky »

Sorry guys, he should be faster with the next patch. I had a bug in the pathfinding late in the process that I fixed. I ran a number of smaller scenarios to test it, but none of the big ones.

Ralph
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
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My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
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Silvanski
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RE: New path finder algs = slow ??

Post by Silvanski »

It'll get fixed... great!!!
The TOAW Redux Dude
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