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Pathfinding -- What went wrong? - Page 3

Forum Index > SC2 General
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palanq
Profile Blog Joined December 2004
United States761 Posts
April 19 2010 02:49 GMT
#41
ok so if you A-move 2 rows of units toward a hostile wall of buildings, you guys are saying that you want the first row to start attacking, and the second row to bug out?

why shouldn't the 2nd row move to the side to make 1 longer row?

I mean, it's great to have opportunities to micro and all, but this seems like a simple bug. Agree with OP, units sent to a location should go to the location you send them.
time flies like an arrow; fruit flies like a banana
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 19 2010 03:08 GMT
#42
Honestly, all it takes is ONE or TWO extra clicks to move them, not a-move, into the desired position you want them to attack from. It's really not even that hard of a micro thing...
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
April 19 2010 03:14 GMT
#43
The only really retarded thing I've seen watching streams is that it's apparently impossible to attack rocks with Immortals, that bugs them out about 80% of the time. In fact, the Immortal bugging out looks almost exactly like the Goliath bugging out, come to think of it...

But yeah, just from watching there don't seem to be huge problems?
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
April 19 2010 03:22 GMT
#44
?? I've never had my units 'twitch' when I want them to move forward. If units are shooting, they're effectively in hold position until the target moves, so of course your unit can't pass through it.

Are you saying units should go around your army to reach its target? Why can't you do it yourself?

You're ignoring all the people who are telling you there is a solution: micro the unit yourself, it involves two clicks. Part of the RTS genre is knowing how to position your army and spread it out. If you clump them together against force fields or whatever, its your fault.
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
Last Edited: 2010-04-19 03:48:12
April 19 2010 03:45 GMT
#45
in broodwar the ai checked if it could go through something, if not it automatically tried to go around. in sc2 if the way is blocked units will try to squeeze through other ones, and this generally works because friendly units move out of the way when they collide. seems like attack animations take away this fluid property though, as they should (sliding while attacking with marines would be pretty cool, but ridiculous haha). since movement and unit positioning is basically the definition of tactics, i think microing these situations should be left entirely up to the player - i can see making the AI even 'smarter' being actually really annoying, as it'd have to stop some units attacking, make them run around to make room and part, blah blah

as a whole i'm really pretty happy about the AI, the big issues being units prioritizing workers in combat, ground vs broodlord/broodlings, and right click glitching out to attack move instead of move every now and then
Moderatorsloppy little slug
Equalizer
Profile Joined April 2010
Canada115 Posts
Last Edited: 2010-04-19 03:58:19
April 19 2010 03:56 GMT
#46
The unit AI is probably fine from what I've seen but graphically it may be worthwhile for blizzard to do something to prevent unit "twitching" when stuck. In that the unit should obviously know it is moving a negligible distance before turning around repeated times and so the animation of its trying could be stopped to get rid or the "twitching" and when space opens up it would move normally. This would have no effect on micro and would make unit behaviours in some situations look less unprofessional.
The person who says it cannot be done, should not interrupt the person doing it.
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
April 19 2010 04:37 GMT
#47
On April 19 2010 11:49 palanq wrote:
ok so if you A-move 2 rows of units toward a hostile wall of buildings, you guys are saying that you want the first row to start attacking, and the second row to bug out?

why shouldn't the 2nd row move to the side to make 1 longer row?

I mean, it's great to have opportunities to micro and all, but this seems like a simple bug. Agree with OP, units sent to a location should go to the location you send them.


Well this only occurs if there is a narrow choke point, units move to the sides if there is room, attatcking a defended chokepoint should always be advantageous to the defender, so I don't see a problem with this.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
April 19 2010 04:58 GMT
#48
The real problem is when your units are trigger happy and have this tendency to attack/chase when their not supposed to.
People are imbeciles, lucky thing god made cats.
Random69
Profile Joined April 2010
35 Posts
April 19 2010 08:39 GMT
#49
Well I dont know hot to tell you this, but here goes...

The reason for all the twitching characters is actually not a flaw, it is part of the game design.

This twitching ability was Dustin Browder`s baby project, he tried to get the twitching unit in previous games he was part of the design team of, but they would not let him.

Now that he is the head designer in SC2 he finnally managed to put a little of himself in the game, hence the twitching characters.

Basically what these twitching characters represent is true understanding and knowledge Dustin has for Starcraft, which is somewhere between 0 and (infinite)0

Let the Twitching BEGIN !!!
The pen is mightier than the sword, but the pen has no chance versus my Axe
Wings
Profile Joined January 2010
United States999 Posts
Last Edited: 2010-04-19 08:56:43
April 19 2010 08:56 GMT
#50
Here's a programming explanation of perhaps why this "twitching" occurs in SC2.

this glitch is likely due to the "fluidity" of unit movement that has been included in SC2. If, for example (gonna get very technical), you were using Dijkstra's Algorithm to try and get to the nearest enemy unit (or to one you specified), in SC1 you'd be forced to walk AROUND units, regardless of whether they're just standing there, or engaging in battle, and that would be the shortest valid path.

However, SC2 has this very nifty thing where a unit "collides" with a group of units, and they make space, just like how a drop of water isn't a separate object and gets included into the main mass of water. Let's call this "fluidity". Yet during battle, it would be extremely frustrating (and wrong in all sorts of ways) for units to "move" out of the way when they're fighting, just to accommodate your immortals so that they can fight. Therefore, I'm guessing that the twitching is, currently, due to the fact that when units fire, they become "immobile", but when they don't, or perhaps when they kill their intended unit, they become "mobile".

As a result, the AI algorithm (assuming shortest path alg / dijkstra's) probably flickers between what it considers to be the shortest VALID paths to the enemy; when the friendly attacking units in front of it, say, kill the enemy unit they were targeting, they become "mobile", and therefore "fluidity" is engaged; the shortest path for the Immortal to the enemy is now THROUGH those fluid units. However, they immediately switch to another target, and now become "immobile" units; "fluidity" is disengaged, so although the actual shortest path is THROUGH, the shortest VALID path is now a different path, and so the unit will twitch the other way. The cycle repeats itself, and the unit will endlessly twitch back and forth.

I don't know how much of this is valid but I think it's a fair guess at what might be happening.
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
Doomgaze
Profile Joined March 2010
Sweden89 Posts
April 19 2010 09:29 GMT
#51
"Some of you" seem to have got it backwards.

BW was not a good game because Dragoons would suddenly stop and require babying to perform simple commands such as move.

Similarly, having whatever unit getting stuck (not even trying to move around the arc of units) when trying to execute a specific attack (say, attack target) is no doubt a flaw in the game mechanics.

My $0.02.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-19 09:57:34
April 19 2010 09:57 GMT
#52
On April 19 2010 18:29 Doomgaze wrote:
BW was not a good game because Dragoons would suddenly stop and require babying to perform simple commands such as move.

But they did. And you had to baby them.
And those who could baby them better had a decisive advantage over those who could not.
And that made it a much more competitive, complex (read better) game.


Similarly, having whatever unit getting stuck (not even trying to move around the arc of units) when trying to execute a specific attack (say, attack target) is no doubt a flaw in the game mechanics.

It's not a flaw it's a feature
REEBUH!!!
pRo9aMeR
Profile Blog Joined September 2008
595 Posts
April 19 2010 10:06 GMT
#53
sc2 ai > sc1 ai

That being said, it still doesn't do everything for you. Why should it?

If you play a FPS game, and the game mechanics auto target units on the screen...would it be as fun/competitive as those which don't? Sure, inexperienced players would enjoy this more because for them, (mis)targeting is what frustrates the lesser experienced players. The more experienced players are at a higher level because they can manually do what needs to be done.

In sc2, if I have an arc of units and new units streaming in, the new units will go around the arc if there is space to do it. If there isn't space, then I do what every RTS veteran knows to do - REPOSITION MANUALLY. The reason sc1 was the greatest RTS ever is because of the "strategy" involved. This includes unit positioning.
In training...let's play, gg! d^..^b
Doomgaze
Profile Joined March 2010
Sweden89 Posts
Last Edited: 2010-04-19 10:07:41
April 19 2010 10:07 GMT
#54
^LunarC:
So if any or all units would stop moving randomly, the game would be EVEN better, right? :s

Of course I realize that better players will be able to handle "broken" units better, but my point is, the "broken" aspects of certain units should not even exist in the first place.


DwmC_Foefen
Profile Blog Joined March 2007
Belgium2186 Posts
April 19 2010 10:10 GMT
#55
On April 19 2010 08:29 Random() wrote:
It's just that the path won't get auto-recalculated when the force fields are placed. If you order your units to move/attack once more, they will stop poking into it.

What bothers me much more is that there is no way to make units keep formation. E.g. zealots will always insist to get mixed into a blob with the other units even if you manually put them forward before the attack, unless the attack order is issued separately to the zealots and then the other units, and even then they won't stay in a line as you put them but clump together. Same with marines/marauders - marines just won't stay behind.

I would really like to have a basic formation movement function. Actually I like how that was done in Warcraft 3, the group would move as fast as the slowest unit, and the formation was more or less preserved.


That's why you need to hotkey your units under separate hotkeys. Zealots under 1 and Stalkers under 2 for example and then just move them separately. Otherwise they'll just bunch up into an inefficient blob.
MiraMax
Profile Joined July 2009
Germany532 Posts
April 19 2010 10:13 GMT
#56
On April 19 2010 17:56 Wings wrote:
As a result, the AI algorithm (assuming shortest path alg / dijkstra's) probably flickers between what it considers to be the shortest VALID paths to the enemy; when the friendly attacking units in front of it, say, kill the enemy unit they were targeting, they become "mobile", and therefore "fluidity" is engaged; the shortest path for the Immortal to the enemy is now THROUGH those fluid units. However, they immediately switch to another target, and now become "immobile" units; "fluidity" is disengaged, so although the actual shortest path is THROUGH, the shortest VALID path is now a different path, and so the unit will twitch the other way. The cycle repeats itself, and the unit will endlessly twitch back and forth.

I don't know how much of this is valid but I think it's a fair guess at what might be happening.


That sounds completely reasonable to me and as a consequence it should NOT be fixed imo. The AI should not start to anticipate other (friendly) units actions but act/react on the given state of a unit at a point in time. In combat it should be the player who knows the general unit behaviour and issues commands accordingly.

The issues of not moving up a blocked cliff instead and taking advantage of destroyed rocks, even though the player has no knowledge much more disturbing. This definitely needs to be fixed!
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-19 10:18:53
April 19 2010 10:16 GMT
#57
On April 19 2010 06:52 jeremycafe wrote:
Show nested quote +
On April 19 2010 06:48 Ryuu314 wrote:
No.

Micro.

Need I bring up BW?



Sigh.

BW pathfinding was not as bad IMO. Units would not twitch back and forth. This is a broken game mechanic, and something that should have been perfected out early in the engine.


If you actually look closer at it, the "twitching back and fourth" is how the new AI solves the old AI's pathing problems.

Old AI: zergling #1 in front of me stopped? Attacking his target? It's coo, I'll just wait for him to finish before moving forward.

New AI: Zergling #1 in front of me stopped? Attacking his target? Zergling #2 will immediately dart to the left or right without stopping to find an opening.
Zergling #2 in front of me stopped? Attacking his target? Zergling #3 will immediately dart to the left or right without stopping to find an opening.
...repeat...
zergling #10 in front of me stopped? Attacking his target? Zergling #11 will immediately dart to the left or right without stopping to find an opening. No opening? That's fine, keep darting back and fourth until one presents itself and immediately jump in.

I'm like over 9000% sure that the new AI has a better algorithm. Classic example is a zealot ramp block. It's a million times easier now to engage because I don't have to round up the stray zerglings trying to run back across the map for a path that doesnt exist.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
April 19 2010 10:17 GMT
#58
Why you make such a big deal out of this when everything has been said perfectly on the first page?

On April 19 2010 06:50 Liquid`NonY wrote:
Most of the AI complaints I have seen from people are always in the context of interacting with their opponent. As far as I can tell, the AI is pretty damn slick when I'm doing things by myself. But yeah, when I interact with my opponent, shit can get pretty damn inefficient unless I micro. Sounds perfect to me.

/thread
Manbear
Profile Joined August 2008
Canada306 Posts
April 19 2010 10:21 GMT
#59
On April 19 2010 19:17 iNfeRnaL wrote:
Why you make such a big deal out of this when everything has been said perfectly on the first page?

Show nested quote +
On April 19 2010 06:50 Liquid`NonY wrote:
Most of the AI complaints I have seen from people are always in the context of interacting with their opponent. As far as I can tell, the AI is pretty damn slick when I'm doing things by myself. But yeah, when I interact with my opponent, shit can get pretty damn inefficient unless I micro. Sounds perfect to me.

/thread


if im not mistaken infernal appears to have found the answer to the question
Clow
Profile Blog Joined September 2008
Brazil880 Posts
April 19 2010 10:26 GMT
#60
I noticed this and I was like 'fuck yeah, Dragoons are still in the game!'

I like this, now you can't just a-move!
(–_–) CJ Entusman #33
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