Purposely making path finding as hard as possible for enemy

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Purposely making path finding as hard as possible for enemy

Postby Sir_C » 30 Jun 2017, 08:05

Hey, just a quick question on if there are FAF rules against making wall sections in a specific way in order to purposely make the path finding of units as hard as possible by deliberately exploiting the path finding algorithm. been experimenting with doing this on sandbox games and wanted to know if there would be issues if I used it in actual games.


also as a note, if making path finding as hard as possible is against rules, what if I use it to funnel units instead but don't cause it to have difficulty. again want to stress that what Im asking above will not purposely lag the game, but will make it so units take a lot longer to get though an area without reclaiming.
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Re: Purposely making path finding as hard as possible for en

Postby Wesmania » 30 Jun 2017, 08:16

What level of exploiting are we talking about? Something like the AI has in Supcom campaign or something more sinister?
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Re: Purposely making path finding as hard as possible for en

Postby This_Guy » 30 Jun 2017, 09:16

The whole point of walls is to obstruct units. If you can figure out an ideal way to wreck their path-finding, do it. That's what walls are for. Nothing illegal about it.
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Re: Purposely making path finding as hard as possible for en

Postby Sir_C » 30 Jun 2017, 18:19

Wesmania wrote:What level of exploiting are we talking about? Something like the AI has in Supcom campaign or something more sinister?


it wouldn't be like hacking or anything, basically Im using my knowledge of machine learning in comp sci to view how units move in supcom, and by doing this I can see how exactly the pathfinding algorithm works and how it finds ways around things. Using this knowledge I can place walls in specific places in order to confuse the pathfinding algorithm and make it so units get stuck in the walls or take a lot longer to get through, I can even make them funnel into a tiny area or make the group up for easy aoe damage.
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Re: Purposely making path finding as hard as possible for en

Postby tatsu » 30 Jun 2017, 18:33

Sir_C wrote:
it wouldn't be like hacking or anything, basically Im using my knowledge of machine learning in comp sci to view how units move in supcom, and by doing this I can see how exactly the pathfinding algorithm works and how it finds ways around things. Using this knowledge I can place walls in specific places in order to confuse the pathfinding algorithm and make it so units get stuck in the walls or take a lot longer to get through, I can even make them funnel into a tiny area or make the group up for easy aoe damage.

this is only the tip of the bullshit iceberg
:roll: wait till you discover com-blocking
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Re: Purposely making path finding as hard as possible for en

Postby Exotic_Retard » 30 Jun 2017, 18:40

com blocking? ha
wait till you discover nuke blocking )))

also im fairly interested in what you did in regards to machine learning, tell us more!

and btw if sth you discover is really that bad we can look at fixing or just saying its not allowed. so don't worry - unless its banned, its not xD
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Re: Purposely making path finding as hard as possible for en

Postby Sir_C » 30 Jun 2017, 20:06

I would be interested to know what com-blocking and nuke blocking is. about the machine learning, I would have to get more info (as it was my brother who wrote that last comment, and he is the one in comp sci) anyway, nice to know its not going to get me banned, and yes if I find that it can be game breaking I will let the community know.
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Re: Purposely making path finding as hard as possible for en

Postby MayorDamage » 30 Jun 2017, 21:47

coms can be hindered in pursueing or fleeing by making them run into units or just placed objects making them loose inertia and picking a new path.
Nuke blocking is just letting the nuke hit something in the air before impact afaik (novax or planes, unless novax was removed from the list)
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Re: Purposely making path finding as hard as possible for en

Postby IceDreamer » 30 Jun 2017, 23:50

This sounds like excellent use of skill and brainpower in a simulated strategy game. Go for it.
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Re: Purposely making path finding as hard as possible for en

Postby Sir_C » 01 Jul 2017, 07:52

alright, awesome, thanks all!
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