Trouble implementing gridbased pathfinding with limited turns - c#

I'm in the process of making a 2d, gridbased game and have reached a standstill due to challenging code. I need to navigate from one cell in the grid to another if possible, but with a maximum of 2 turns.
The red ball is the goal, and the green paths are ones that are valid, "turns" are highlighted by a blue circle.
Without brute forcing the issue and checking every posssible path how could this be done? I've experimented with a few ideas along with an a* implementation, but no luck so far. Any ideas, using unity's API or anything else is highly appreciated.

This can be solved using normal A* by creating a specially-designed directed weighted graph from your original grid.
The trick is to create a graph with multiple "layers". Layer 0 represents 0 turns having been made so far, layer 1 represents 1 turn made, and layer 2 is 2 turns. A node connects to its neighbors on the same layer if they can be reached without turning, and its neighbors on the next layer if they require a turn.
Hopefully this is enough information for you to create the graph, but if not, the explicit steps would be:
Create 6 copies of the graph, Layer_0_Horizontal, Layer_0_Vertical, Layer_1_Horizontal, Layer_1_Vertical, Layer_2_Horizontal, Layer_2_Vertical.
For each node in a Horizontal layer, remove its edges to its vertical neighbors, and replace them with edges to nodes in the next layer down, with eg. Layer_1_Vertical being below Layer_0_Horizontal. Edges in Layer_2 won't be replaced. Do the same thing for Vertical layers / horizontal edges.
Create a fake 'start' node, and connect it to the two Layer_0 nodes that represent that same grid-square with 0-weight edges. If your A* implementation only supports one goal-node, do the same with the goal.
If you want to prefer longer paths with less turns over shorter paths with more turns (is that even possible with only two turns??), give the edges between layers an extremely large weight.

Related

Indoor path-finding c# wpf

I am currently developing an indoor path-finding. I have multiple floors and different rooms. How will I be able to implement a* algorithm in the images of each floor using c# wpf?
I use spatial A* for the game I'm working on.
Spatial A* uses movement "cost" to work out the best route between two points. The cost mentions is supplied by an array. Usually a 2d array of number - float uint or whatever.
Moving through a square/cell at position x,y thus costs the number in that 2d array. EG costs[2,3] would be the cost of movement through the cell 2 cells across from the left and 3 down from the top of an imaginary grid projected onto your "room".
If the move is diagonal then there's also a multiplier to consider but that will be in whichever implementation you go with.
Hence you need a 2d costed array per floor.
You would need to somehow analyse your pictures and work out an appropriate size for a costed cell. This should match the smallest size of a significant piece of terrain in your floor.
You would then translate your picture into a costed array. You've not told us anywhere near enough to tell you specifically how to do that. Maybe that would have to be a manual process though.
Blocked cells get the max number, empty cells get 1. Depending on your requirements that might be that. Or alternatively you might have actors leaping tables and chairs etc.
You give the pathing algorithm start and target location (x,y), the appropriate costed array and it works out the cheapest route.

Procedurally Generated Structures over large quantitys of chunks in 3D Terrain Generator

I am creating large scale worlds using 16*16*16 voxel chunks which are stacked up to 32*32*32 in dimensions and I have hit a bit of a Bump in the road so to speak.
I want to create large structures that span 20+*20+*20+ chunks in volume which are created from procedurally generated structures as well as using templates for some of the content. Now I have an issue. The visual render range is up to 32*32*32 chunks and while I have up to maybe 40*40*40 chunks held in memory at a time when possible.
The structures can be anything like towns, dungeons and roads. I was thinking something like perlin worms for roads and just lay them over the terrain in the x,z and then analyze the path for bridges etc..
The structures and collection of structures need to be pre-generated before the player is within visual range or work more like perlin noise does for heightmaps (best solution). (to avoid the players seeing the generator at work). They also need to be consistent with the world seed every time.
I have thought about this a bit and have 2 possible solutions.
1) Generate the structures based on a point of origin for the structure generator.
This causes several issues though as even if I generate from the center of the structure, the structures can easily cross into the potential visual range of the player.
2) Pre-Generate "unreachable" chunks and then page them in and out in order to generate the structures using the above method.
This also seems rather unnecessary.
Both methods need to analyze the terrain in large quantities for a valid location to spawn the structures.
I was hoping somebody might have a more organic solution or even just a simpler solution that doesn't require me to "Look" so far ahead.
Thank you in advance.
EDIT:
I had an idea for dungeon generation in which I generate point clouds/nodes for rooms.
Steps:
1) When the generator finds a "node" it creates an x, y and z size to create a box basing it from the originator point of the room** (centre or corner of the room) and the room type.
**x,y,z relative to 0,0,0 worldspace calculated like so new Vector3((chunkX*16)+voxelX,(chunkY*16)+voxelY,(chunkZ*16)+voxelZ)
2) Once a room size is calculated, check for overlaps and if one is found do one of several things.
If the room overlap is high up lower it down till either the roof or the floor are flush. If the roof is flush build a stairs up to the room and remove the walls that intersect.
3) Look Down, North and East for a room maybe with a small cone and attempt to create a hallway between them.
This would probably work somewhat, especially if the center of the dungeon is the main hall/boss room.
This would be different for towns, cities, and surface dungeons. Still seems a little choppy though. Any ideas?
I faced a similar problem for a Minecraft mod I am writing. I want to have a number of overlapping "empires" which each create structures. But I don't want the structures to step on each other.
So, for this, I broke the world into arbitrary sized tiles. (Compare to your 32x32x32 regions.) I also came up with a "radius of influence". This is how far from the center point that it could create structures. Each tile had an instance of a provider class assigned to it with a unique seed.
Two methods on this class were provided for structure generation.
First, was a function that would return where it wanted to create structures. But only to the resolution of chunks. (Compare to your 16x16x16 block sets.) Each provider class instance had a priority, so in the case of two providers trying to rezz a structure in the same chunks, the higher priority one would win.
The second function would be passed a world instance, and one of the data items returned by the first function and would be asked to actually create it.
Everything pieces together like this:
We get a request to resolve a certain chunk of the world. We work out the provider for the tile the chunk is in, and then all the providers for all the tiles that are within the maximum radius of that tile. We now have every provider that could influence this chunk. We call the first function on each of them, if they haven't been called already, and register what chunks each of them has claimed into a global map.
At this point, we've consulted everything that could have an influence on this chunk. We then ask that registry if someone has claimed this chunk. If so, we call back into that provider (method #2) with the chunk and the world instance and get it to draw the bits for this part of its structure.
Does that give you enough of an idea for a general approach to your problem?

Generating isochrone maps from road networks

I wonder if there's any described algorithm that can convert isochrones into approximate area to show a range of some feature (in my problem this feature is a road network).
Example. I have something like on the image beneath:
It's a simple network (where I can arrive from the start point in X minutes or going Y kilometers). I have information of all the nodes and links. Now I need to create an isochrone map that show an approximate range where I can arrive.
Problems:
Convex hull - sucks because of too general approximation,
I can create buffors on roads - so I will get some polygon that shows range, but I will also have the holes by roads that connect into circles.
What I need to obtain is something like this:
I've found some potentially useful information HERE, but there are only some ideas how it could be done. If anyone has any concept, please, help me to solve my problem.
Interesting problem, to get better answers you might want to define exactly what will this area that shows the range (isochrone map) be used for? For example is it illustrative? If you define what kind of approximation you want it could help you solve the problem.
Now here are some ideas.
1) Find all the cycles in the graph (see link), then eliminate edges that are shared between two cycles. Finally take the convex hull of the remaining cycles, this together with all the roads, so that the outliers that do not form cycles are included, will give a good approximation for an isochrome map.
2) A simpler solution is to define a thickness around each point of every road, this thickness should be inversely proportional to how long it takes to arrive at that point from the starting point. I.e. the longer it takes to arrive at the point the less thick. You can then scale the thickness of all points until all wholes are filled, and then you will have an approximate isochrome map. One possible way of implementing this is to run an algorithm that takes all possible routes simultaneously from the starting point, branching off at every new intersection, while tracking how long it took to arrive at each point. During its execution, at every instant of time all previously discovered route should be thickened. At the end you can scale this thickness so as to fill all wholes.
Hopefully this will be of some help. Good luck.
I have solved the problem (it's not so fast and robust, but has to be enough for now).
I generated my possible routes using A* (A-Star) algorithm.
I used #Artur Gower's idea from point one to eliminate cycles and simplify my geometry.
Later I decided to generate 2 types of gemetries (1st - like on the image, 2nd - simple buffers):
1st one:
3. Then I have removed the rest of unnecessary points using Douglas-Peucker algorithm (very fast!).
4. In the end I used Concave Hull algorithm (aka Alpha-Shapes or Non-Convex Hull).
2nd one:
3. Apply a buffer to the existing geometry and take the exterior ring (JTS library made that really easier:)).

Optimising movement on hex grid

I am making a turn based hex-grid game. The player selects units and moves them across the hex grid. Each tile in the grid is of a particular terrain type (eg desert, hills, mountains, etc) and each unit type has different abilities when it comes to moving over the terrain (e.g. some can move over mountains easily, some with difficulty and some not at all).
Each unit has a movement value and each tile takes a certain amount of movement based on its terrain type and the unit type. E.g it costs a tank 1 to move over desert, 4 over swamp and cant move at all over mountains. Where as a flying unit moves over everything at a cost of 1.
The issue I have is that when a unit is selected, I want to highlight an area around it showing where it can move, this means working out all the possible paths through the surrounding hexes, how much movement each path will take and lighting up the tiles based on that information.
I got this working with a recursive function and found it took too long to calculate, I moved the function into a thread so that it didn't block the game but still it takes around 2 seconds for the thread to calculate the moveable area for a unit with a move of 8.
Its over a million recursions which obviously is problematic.
I'm wondering if anyone has an clever ideas on how I can optimize this problem.
Here's the recursive function I'm currently using (its C# btw):
private void CalcMoveGridRecursive(int nCenterIndex, int nMoveRemaining)
{
//List of the 6 tiles adjacent to the center tile
int[] anAdjacentTiles = m_ThreadData.m_aHexData[nCenterIndex].m_anAdjacentTiles;
foreach(int tileIndex in anAdjacentTiles)
{
//make sure this adjacent tile exists
if(tileIndex == -1)
continue;
//How much would it cost the unit to move onto this adjacent tile
int nMoveCost = m_ThreadData.m_anTerrainMoveCost[(int)m_ThreadData.m_aHexData[tileIndex].m_eTileType];
if(nMoveCost != -1 && nMoveCost <= nMoveRemaining)
{
//Make sure the adjacent tile isnt already in our list.
if(!m_ThreadData.m_lPassableTiles.Contains(tileIndex))
m_ThreadData.m_lPassableTiles.Add(tileIndex);
//Now check the 6 tiles surrounding the adjacent tile we just checked (it becomes the new center).
CalcMoveGridRecursive(tileIndex, nMoveRemaining - nMoveCost);
}
}
}
At the end of the recursion, m_lPassableTiles contains a list of the indexes of all the tiles that the unit can possibly reach and they are made to glow.
This all works, it just takes too long. Does anyone know a better approach to this?
As you know, with recursive functions you want to make the problem as simple as possible. This still looks like it's trying to bite off too much at once. A couple thoughts:
Try using a HashSet structure to store m_lPassableTiles? You could avoid that Contains condition this way, which is generally an expensive operation.
I haven't tested the logic of this in my head too thoroughly, but could you set a base case before the foreach loop? Namely, that nMoveRemaining == 0?
Without knowing how your program is designed internally, I would expect m_anAdjacentTiles to contain only existing tiles anyway, so you could eliminate that check (tileIndex == -1). Not a huge performance boost, but makes your code simpler.
By the way, I think games which do this, like Civilization V, only calculate movement costs as the user suggests intention to move the unit to a certain spot. In other words, you choose a tile, and it shows how many moves it will take. This is a much more efficient operation.
Of course, when you move a unit, surrounding land is revealed -- but I think it only reveals land as far as the unit can move in one "turn," then more is revealed as it moves. If you choose to move several turns into unknown territory, you better watch it carefully or take it one turn at a time. :)
(Later...)
... wait, a million recursions? Yeah, I suppose that's the right math: 6^8 (8 being the movements available) -- but is your grid really that large? 1000x1000? How many tiles away can that unit actually traverse? Maybe 4 or 5 on average in any given direction, assuming different terrain types?
Correct me if I'm wrong (as I don't know your underlying design), but I think there's some overlap going on... major overlap. It's checking adjacent tiles of adjacent tiles already checked. I think the only thing saving you from infinite recursion is checking the moves remaining.
When a tile is added to m_lPassableTiles, remove it from any list of adjacent tiles received into your function. You're kind of doing something similar in your line with Contains... what if you annexed that if statement to include your recursive call? That should cut your recursive calls down from a million+ to... thousands at most, I imagine.
Thanks for the input everyone. I solved this by replacing the Recursive function with Dijkstra's Algorithm and it works perfectly.

Opinions on platform game actor/background collision resolving

Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block.
The untested technique I thought up during bio break is as follows:
If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally.
Opinions on that? Suggestions on better methods?
Actually, the bounding rects are XNA BoundingBoxes with their Z spanning from -1 to 1, but it's still 2D gameplay.
Have you read the N Tutorials? They're a wonderful introduction, complete with little demos, of Separating Axis Theorem based collision detection and simple projection response. (They're actually used in the N game to great effect.) The tutorials cover more than you need, but they're very general (extensible to many other shapes), and start to touch on issues with fast-moving objects and other response techniques.
Even if you do decide to go with something simpler than a SAT implementation, this may give you a lot of good ideas.
(When you're done with that and if you want your mind blown, try looking into some of the presentations from the Game Developers Conference physics tutorial day, including realtimecollisiondetection.net publications, the essentialmath.com tutorial slides, both of those books, and/or other stuff linked from those sites. I'd highly recommend the GDC session itself, too. While we still don't need or particularly want fancy GJK on swept hulls on the handheld game platforms we work with, some of the simpler concepts such as "configuration spaces" and Minkowski sums and differences have greatly influenced how I think about physics and collision detection and how we implement it.)
What the "real" physics engines do is find the minimum penetration vector. That is - the smallest vector that represents how far inside each other the two objects penetrate.
For an AABB (axis-aligned bounding box) this is really easy to calculate.
(Consider making your own 2D AABB structure, it will be smaller and therefore better for performance.)
Once you have your minimum penetration vector, you can perform collision response. And the easiest response is to simply separate the two objects by that vector (or separate the one object if the other is static).
Here is a good reference, by the makers of N on how to do this for convex polygons and circles. You should be able to simplify this down for AABBs.
A lot depends on the details. A complete solution could take into account velocities or other issues. But treating this simply...
You don't want to always resolve vertically first. Imagine an actor nudges horizontally into a block. If you resolve vertically first then the actor will pop up above that block, when a small horizontal movement would have sufficed.
Find what the vertical and horizontal movements would need to be to "get out of collision", and then apply the one with the smallest absolute value.
Then repeat a few times, in case the movement puts the actor into another block. But don't repeat forever, because the actor could be wedged somewhere that never resolves.
Maybe if your last movement still leaves you in collision, you could just average the last two movements and leave it there.
Another possible approach is, rather than waiting for a collision and then shifting out, check for possible collisions before you move objects and, if there is going to be a collision, move the player only up to the edge of the block.
I.e., contrast how Adventure does collisions with walls: http://www.youtube.com/watch?v=I6-zN_eaRd8
to how most NES games do collisions with walls.

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