----- Mikko Vartiainen <mvartiai...@gmail.com> a écrit :
> 54560     8.8264  wormux
> PhysicalObj::CollidedObjectXY(Vector2<int> const&) const

I'm wondering if this isn't AI computing its trajectories.

This made me think about this algorithm for AI:
1) Estimate each strategy damage from its explosion, but do not estimate 
collisions on trajectory
2) Sort strategies by damage
3) Start with the most damaging, and for each strategy:
  a) check collision on trajectory
  b) recompute actual damage
  c) check if actual damage is the best among those already found, and in 
particular better than the theorical next ones. If yes, break out
4) Perform the 'best' strategy from 3)

Goal: do not compute all strategies if the best are already possible. Worst 
scenario is: same number of strategies computed, small overhead of the above 
algorithm

Christophe

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