A call to action on pathfinding testing

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A call to action on pathfinding testing

Postby SeraphimLeftNut » 19 Aug 2016, 20:48

Previous thread: viewtopic.php?p=61466

Cheats must be enabled to change these. Default values in parantheses.
path_ArmyBudget - Budget for each army to do pathfinding each tick (was 1000 now 2500, what is this budget measured in?)
path_BackgroundBudget - Maximum number of steps to run pathfinder in background (1000 what are steps?)
path_BackgroundUpdate - Update pathfinding tables in background (on)
path_MaxInstantWorkUnits - Budget for instant pathfinds by the AI (500)
path_TimeoutSearch - Maximum number of ticks to allow a single pathfind to take (1000 - 100 seconds)
path_UnreachableTimeoutSearch - Maximum number of ticks to allow a single pathfind to take for an unreachable path (1000 - 100 seconds)

It is my opinion that path_armyBudget and path_BackgroundBudget are the two most promising parameters for optimizing online gameplay. path_armybudget has an effect both online and in single player, while path_backgroundbudget does not appear to have an effect in single player.

I suggest that the first question that should be answered through testing is the identification of the role of path_backgroundbudget in online games.
Another interesting question is to determine the effect of various values on path_armybudget. In sandbox you can see clearly the difference between values 1, 2, 3, etc. if you give a group of units an order and watch how they respond(not air). Why is 2500 optimal? Is 10000 better? What are the drawbacks...

Please use this thread to organize test games and to provide any information on this topic. Please don't derail this thread with unrelated nonsense.



Note on uniqueness of path:(I have been told this over and over and I assume it is true)
Path information is not sent over the internet, only orders are. Therefore the pathfinder either finds a solution that is unique and identical on peer machines or no path is found and the order is cancelled. Let us state again for posterity: the path finder cannot find two non identical solutions for the same order because the internet is not available to check that the paths are identical and to reject these paths in the event that they are not.
no ui lag: https://www.youtube.com/watch?v=3MdcVdL2kIY
I think this is going to be fun
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