
Making pathfinding fast enough for hundreds of units
The map went sticky whenever two armies met at a bridge. Measured under real combat, four fifths of the simulation was one thing: working out routes.
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Development posts tagged game-ai. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
5 posts

The map went sticky whenever two armies met at a bridge. Measured under real combat, four fifths of the simulation was one thing: working out routes.

An eight player free-for-all ran at 3 to 15 frames per second. The plan blamed combat. The computer opponents turned out to be nine tenths of the work.

Seven personalities, difficulty expressed as behaviour rather than as free resources, and an opponent that reacts to what its scouts have actually seen.

When four hundred units meet, deciding what they do and drawing them take turns. This is what had to be true before those two jobs could stop competing.

A language model gives orders every 12.5 seconds while an autopilot handles the second-by-second work. Where the boundary sits, and what it costs to run.