Scent based pathfinding using C# in games - c#

Was wondering if anyone has knowledge on implementing pathfinding, but using scent. The stronger the scent in the nodes surrounding, is the way the 'enemy' moves towards.
Thanks

Yes, I did my university final project on the subject.
One of the applications of this idea is for finding the shortest path.
The idea is that the 'scent', as you put it, will decay over time. But the shortest path between two points will have the strongest scent.
Have a look at this paper.
What did you want to know exactly??

Not quite clear what the question is in particular - but this just seems like another way of describing the Ant colony optimization problem:
In computer science and operations
research, the ant colony optimization
algorithm (ACO) is a probabilistic
technique for solving computational
problems which can be reduced to
finding good paths through graphs.

Well, think about it for a minute.
My idea would to divide the game field into sections of 32x32 (or whatever size your character is). Then run some checks every x seconds (so if they stay still the tiles around them will have more 'scent') to figure out how strong a scent is on any given tile. Some examples might be: 1) If you cross over the tile, add 3; 2) if you crossed over an adjacent tile, add 1.
Then add things like degradation over time, reduce every tile by 1 every x seconds until it hits zero.
The last thing you will need to worry about is using AI to track this path. I would recommend just putting the AI somewhere, and telling it to find a node with a scent, then goto an adjacent node with a higher/equal value scent. Also worry about crossing off paths taken. If the player goes up a path, then back down it another direction, make sure the AI does always just take the looped back path.
The last thing to look at with the AI would be to add a bit of error. Make the AI take the wrong path every once in a while. Or lose the trail a little more easily.
Those are the key points, I'm sure you can come up with some more, with some more brainstorming.

Every game update (or some other, less frequent time frame), increase the scent value of nodes near to where the target objects (red blobs) are.
Decrease all node scent values by some fall-off amount to zero.
In the yellow blob's think/move function get available nodes to move to. Move towards the node with the highest scent value.
Depending on the number of nodes the 'decrease all node scent values' could do with optomisation, e.g. maybe maintaining a a list of non-zero nodes to be decreased.

I see a big contradiction between scent model and pathfinding. For a hunter in the nature finding the path by scent means finding exactly the path used by the followed subject. And in games pathfinding means finding the fastest path between two points. It is not the same.
1. While modelling the scent you will count the scent concentration in the point as the SUM of the surrounding concentrations multiplied by different factors. And searching for the fastest path from the point means taking the MINIMUM of the times counted for surrounding points, multiplied by the different parametres.
2. Counting the scent you should use recursive model - scent goes in all directions, including backward. In the case of the pathfinding, if you have found the shortest paths for points surrounding the target, they won't change.
3 Level of scent can rise and fall. In pathfinding, while searching for minimum, the result can never rise.
So, the scent model is really much more complicated than your target. Of course, what I have said, is true only for the standard situation and you can have something very special...

Related

How to go about implementing a fast shortest path search for a 1-crate sokoban?

In one of my university courses (in Data-structures and Algorithmics), we are given a bonus assignment based on the game Sokoban:
With one Major exception: We only have one crate to push to our goal.
Example input
8 8
MMMMMMMM
M.....?M
M....TTM
M....TTM
M..!...M
M....+.M
M......M
MMMMMMMM
Here the first line gives the dimensions (b x h) of the board (8 by 8 in this case). This is followed up by h lines oh b characters. The meaning of these characters is as follows: . A walkable space, ? the goal (red point in the gif), ! the crate, and + is our position.
We are asked to output the shortest solution to the puzzle. (Note that a puzzle might be unsolveable.) We output this in 2 lines, the first tells us how many moves, and the second tells us the correct path. For the example, this would be:
Example Output
10
WWNNNWNEEE
Now, finding an algorithm that works isn't really an issue. Seeing as we're looking for the shortest path, and the nodes on this specific graph are in essence unweighted, I've implemented a breadth first search. In broad strokes, my current implementation looks like this:
0. Since the maze doesn't change, describe each state as a whole number based on the coordinates
of the crate and the player. - This defines a state uniquely and reduces memory costs.
1. Create a dictionary of visited states.
2. Get the input positions of the goal, crate and player.
3. Set up a Queue of move sequences.
4. Pop a move sequence from the Queue.
5. If this move sequence wins the game, go to step 8.
6. Make new move sequences which are copies of the original, each with a different legal move appended.
7. Append these new move sequences to the Queue.
8. Go to step 4
9. Print the output.
This is, of course a relatively simple algorithm. The problem is that it isn't fast enough. In one of the final test cases, we're thrown a 196 x 22 maze like "level" which has a solution that takes 2300 steps. We're asked to solve this level within 10 seconds, but it takes my algorithm more than 10 minutes.
Because of that, I'm kinda at a loss. I've already managed to increase the algorithm's speed 10 fold, and I still have 2 orders of magnitude to go...
Hence why I'm asking here: What makes this algorithm so slow, and how can I speed it up?
Yes, your comprehensive BFS search will be slow. You spend a large amount of your tree search in moves that are utterly wasted, your player thrashing around the maze area to no avail.
Change the focus of your goal: first, solve the maze for the crate rather than sending the player every which way. Include a heuristic for moving the crate closer to the goal spot. Make sure that the crate moves are possible: that there is a "push from " spot available for each move.
One initial heuristic is to make a maze fill by raw distance to the goal start at either the goal (what I've done here) and increment the steps through the maze, or start at the box and increment from there.
MMMMMMMM
M54321?M
M6543TTM
M7654TTM
M876567M <== crate is on the farther 6
M987678M <== player is on the nearer 7
Ma98789M
MMMMMMMM
Here, you would first try to find legal pushes to move the box along the path 654321?. You can also update this by making a penalty (moving the player without pushing) for any direction change.
These heuristics will give you a very good upper bound for a solution; you can then retrace decision points to try other paths, always keeping your "shortest solution" for any position.
Also keep track of where you've been, so that you don't waste time in position loops: never repeat a move (position and direction).
Does that help you get going?
Instead of using a pure dfs search of the player's movements, consider only the crate moves available to you at the time. For instance, in the very first frame of your gif, at the beginning of the simulation, the only crate move possible is the top one to the right one square.
An analogy would be for a game of chess on the first move, you would not consider any queen or bishop moves since they are all blocked by pawns.
After you've successfully found the sequence of crate moves leading to the solution, come back and trace the player moves necessary to construct the sequence of crate moves.
This improves time complexity because the time complexity will be based on the number of crates present in the map instead of total squares.

Calculate possible coordinates of Nodes

This might be a weird application.
The brief description of the problem is "How to get Absolute Coordination of nodes based on Relative Positions (distances) ?"
We have a number of Nodes (each with a unique ID) and a list specifying its Adjacent nodes and distance to each of them as Input.
The required output would be one possible way to lay out these nodes on a 2D Surface.
The resulting algorithm is going to be used in C#... So external .net libraries might help too.
It would be a great help if you could advise me an approach to do that.
Thank you in advance.
You must have coordinates of at least three known points at start.
Way I. If the known points are adjacent, the process is simple - you loop all your points, looking for such, which have in their lists three known points. Use two of them to count two possible positions, then use the third to choose right or left variant. Repeat the loops until you have no new points during a loop.
That simple algorithm has bad convergence - the errors are accumulating and far points could have bad coordinates. But as you have the coordinates integer, you can repair coords after each counting and have them good.
Way II. If the known points are not adjacent to each other, the process is more complicated.
Let's say, you have start known points A,B,C.
Take A and some its adjacent point D. Place it somewhere at the correct distance from A.
Find some point E adjacent to A and D. Choose any of two possible positions.
Starting from A, D, E, use the way I.
When you reach by distances the second start known point, let it be B, of course, it will be in bad place. Turn all the net you have built around A so, that B will get the correct coordinates. Continue the looping.
When you will reach the last of the start known points, C, it will be set correct or not. If not, mirror the whole net relatively AB axis - the C will be set correctly. (If not, you have bad data). Continue the way I looping till the end.
Both these two ways work if you have long lists for all points. If points have only few distances given, the task becomes much, much more complicated.

How can I calculate all nodes within X?

I am trying to implement a pathfinding algorithm, but I think I'm running into terminology issues, in that I'm not quite sure how to explain what I need the algorithm to do.
I have a regular grid of nodes, and I am trying to find all nodes within a certain "Manhattan Distance".
Finding the nodes within, say, 5, is simple enough.
But I am interested in a "Weighted Manhattan Distance", where certain squares "cost" twice as much (or more) to enter. For instance, if orange squares cost 2 to enter, and purple squares cost 10, the graph I'm interested in looks like this:
Firstly, is there a term for this? It's hard to look up info on things when you're not entirely sure what they're called in the first place.
Secondly, how can I calculate which nodes fall within my parameters? I'm not looking for a full solution, necessarily, just some hints to get started; when I realized my implementation would require three Dictionarys, I began to think there might be an easier way of handling things.
For terminology, you're basically asking for all points within a certain distance on an arbitrary (positive) weighted graph. The use of differing weights means it no longer corresponds to a specific metric such as Manhattan distance.
As for algorithms, Dijkstra's algorithm is probably what you want. The basic idea is to maintain the minimum cost to each square that you've found so far, and a priority queue of the best squares to explore next.
Unlike traditional Dijkstra's where you keep going until you find the minimal path to every square, you'll want to stop adding nodes to the queue if the distance to them is too long. Once you're done, you'll have a list of all squares whose shortest path from the starting square is at most x, which sounds like what you want.
Eric Lippert provides an excellent blog-series on writing an A-* path finding algorithm in C# here:
Part 1:http://blogs.msdn.com/b/ericlippert/archive/2007/10/02/path-finding-using-a-in-c-3-0.aspx
Part 2: http://blogs.msdn.com/b/ericlippert/archive/2007/10/04/path-finding-using-a-in-c-3-0-part-two.aspx
Part 3: http://blogs.msdn.com/b/ericlippert/archive/2007/10/08/path-finding-using-a-in-c-3-0-part-three.aspx
Part 4: http://blogs.msdn.com/b/ericlippert/archive/2007/10/10/path-finding-using-a-in-c-3-0-part-four.aspx
You are probably best to go with Dijkstra's algorithm with weighted graph, like described here:
http://www.csl.mtu.edu/cs2321/www/newLectures/29_Weighted_Graphs_and_Dijkstra's_Algorithm.html
(There is algorithm description near the middle of the page.)
Manhattan distance in your case probably just means you don't want the diagonal paths in the graph.

Finding a Path through a Multidimensional Array

I started work on a dungeon crawler in C# and I've already coded the level generation.
However, I've run into a problem. My level map is stored in a 32x32 multidimensional array, and each tile is stored as a string. All the tiles except for the following (all of these names are the variable names that represent that tile) (mongroveplant, tree, hjalaplant, vnosplant, barraplant, weedplant, naroplant, deathweedplant, venustrap, strangulator, statue, emptiness and stonewall) cannot be walked over.
These tiles (which can be walked over), which constitute a much longer list, are found here: Walkable Tiles. In each entry in the 32x32 multidimensional array, every entry is a string.
How do I create a pathfinding algorithm that avoids all the tiles listed above, but can go through all the tiles listed in the link? I am trying to go from the "start" tile to the "exitlevel" tile.
The first thing I would remove is the notion of string. Parsing string isn't quick in term of a video game. What you want, is to have flags for each tiles (bitfields). In the end, you will love flags because you can combine them!
[Flags]
public enum TileDescription
{
Walkable,
Trap,
Altar,
Door
}
They can also be stored at a int, which take far less space. Speed and space, two amazing notions.
As for the path-finding algo, there's plenty of them out-there. But basically, you have a start point, a end point, and you must find the quickest way between both. The idea is to check the nearest "nodes" and see if you get closer or not of your goal. Each time, you repeat the check with the new node. If you get trapped, you rewind to the nodes that still had available paths.
You have some nice basic algo :
http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm
http://en.wikipedia.org/wiki/A*_search_algorithm
However, long range pathfinding is ALWAYS extremely costly. You will have to limit the pathfinding to a specific range around the origin. Parsing a whole 32x32 maze could take a lot of time to find the quickest route. In most case, when you are beyond a specific range, you move your NPC up to the closest point, then repeat the pathfinding when it reaches it, or while reaching it. The trick to pathfinding is to do it over many frames and never to try to process it all at once.

A* pathfinder obstacle collision problem

I am working on a project with a robot that has to find its way to an object and avoid some obstacles when going to that object it has to pick up.
The problem lies in that the robot and the object the robot needs to pick up are both one pixel wide in the pathfinder. In reality they are a lot bigger. Often the A* pathfinder chooses to place the route along the edges of the obstacles, sometimes making it collide with them, which we do not wish to have to do.
I have tried to add some more non-walkable fields to the obstacles, but it does not always work out very well. It still collides with the obstacles, also adding too many points where it is not allowed to walk, results in that there is no path it can run on.
Do you have any suggestions on what to do about this problem?
Edit:
So I did as Justin L suggested by adding a lot of cost around the obstacles which results in the folling:
Grid with no path http://sogaard.us/uploades/1_grid_no_path.png
Here you can see the cost around the obstacles, initially the middle two obstacles should look just like the ones in the corners, but after running our pathfinder it seems like the costs are overridden:
Grid with path http://sogaard.us/uploades/1_map_grid.png
Picture that shows things found on the picture http://sogaard.us/uploades/2_complete_map.png
Picture above shows what things are found on the picture.
Path found http://sogaard.us/uploades/3_path.png
This is the path found which as our problem also was before is hugging the obstacle.
The grid from before with the path on http://sogaard.us/uploades/4_mg_path.png
And another picture with the cost map with the path on.
So what I find strange is why the A* pathfinder is overriding these field costs, which are VERY high.
Would it be when it evaluates the nodes inside the open list with the current field to see whether the current fields path is shorter than the one inside the open list?
And here is the code I am using for the pathfinder:
Pathfinder.cs: http://pastebin.org/343774
Field.cs and Grid.cs: http://pastebin.org/343775
Have you considered adding a gradient cost to pixels near objects?
Perhaps one as simple as a linear gradient:
C = -mx + b
Where x is the distance to the nearest object, b is the cost right outside the boundary, and m is the rate at which the cost dies off. Of course, if C is negative, it should be set to 0.
Perhaps a simple hyperbolic decay
C = b/x
where b is the desired cost right outside the boundary, again. Have a cut-off to 0 once it reaches a certain low point.
Alternatively, you could use exponential decay
C = k e^(-hx)
Where k is a scaling constant, and h is the rate of decay. Again, having a cut-off is smart.
Second suggestion
I've never applied A* to a pixel-mapped map; nearly always, tiles.
You could try massively decreasing the "resolution" of your tiles? Maybe one tile per ten-by-ten or twenty-by-twenty set of pixels; the tile's cost being the highest cost of a pixel in the tile.
Also, you could try de-valuing the shortest-distance heuristic you are using for A*.
You might try to enlarge the obstacles taking size of the robot into account. You could round the corners of the obstacles to address the blocking problem. Then the gaps that are filled are too small for the robot to squeeze through anyway.
I've done one such physical robot. My solution was to move one step backward whenever there is a left and right turn to do.
The red line is as I understand your problem. The Black line is what I did to resolve the issue. The robot can move straight backward for a step then turn right.

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