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Tricks with pathfinding - Page 4

Forum Index > SC2 General
Post a Reply
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lolsixtynine
Profile Blog Joined January 2011
United States600 Posts
May 02 2011 15:33 GMT
#61
wow this is a really big find - it needs to be patched ASAP!
fiskrens
Profile Joined June 2010
Sweden196 Posts
May 02 2011 15:35 GMT
#62
On May 02 2011 23:39 Zocat wrote:
Pathfinding is very expensive to compute. If you would go via vision (unit vision or overall vision btw?) you would need to constantly check (whenever vision has changed) if there is a better path available. For every unit moving on the field.
I currently dont know if it updates at all (i.e. when a supply depot is lowered / raised) or if unit just computes the path once.


You go after what's known at the time you issue the move command. It would work just like it's working right now, except that you need an array for each player which would take up more memory.

For example, if someone builds a supply depot out of your vision, your array which contains information about the map would remain unchanged and assume that it is still empty/walkable areas.
Baby_Seal
Profile Joined August 2010
United States360 Posts
May 02 2011 15:35 GMT
#63
Yea, I hope this gets patched somehow. Getting that sort of information so easily, without even scouting is just retarded.
Khanz
Profile Joined April 2010
France214 Posts
May 02 2011 15:35 GMT
#64
wow the scrap station rock trick is really nice
Don't worry, zombies eat brains. You're safe
adius
Profile Joined May 2007
United States249 Posts
May 02 2011 15:36 GMT
#65
On May 03 2011 00:30 bgx wrote:
Show nested quote +
On May 03 2011 00:28 Scribble wrote:
Whoa, a new trick was found? That impossible, we have the entire game figured out already!

Sorry, had to take a dig at the "the game is doomed to failure because it's too simple and there's nothing left to discover," crowd. Very cool discovery.

Too bad the only things we discover are mostly non-intended (read they are mistakes).

I would be much more happy if someone would discover how to micro zerg units.


Muta stacking and moving shot were not intended in Brood War, the difference is that in this game all bugs are patched pretty quickly once they're found, regardless of how they affect the game.
drjoe
Profile Joined October 2010
United States66 Posts
May 02 2011 15:50 GMT
#66
If I saw someone do that to me I would assume a hacker but know I will at least think twice when I get a quick perfectly placed pylon.
ZeromuS
Profile Blog Joined October 2010
Canada13431 Posts
May 02 2011 15:54 GMT
#67
Why does this need to be patched? I don't understand. We have finally found a pathing related micro trick. This means there might be other pathing related micro tricks out there yet to discover. This means there really is small amounts of micro that differ from basic unit movement and this game does have little AI issues just like BW did. Maybe theres a hidden moving shot mechanic that we will one day discover !! :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Maliris
Profile Blog Joined April 2011
Northern Ireland2557 Posts
May 02 2011 15:58 GMT
#68
Wow, pretty significant bug tbh O_O i knew about the wallin thing, that was pretty old and has come up in my games actually, but not being able to detect buildings in the way of an expansion o_o pretty gamebreaking imo
"Religion is something left over from the infancy of our intelligence, it will fade away as we adopt reason and science as our guidelines."
Arcanne
Profile Joined August 2010
United States1519 Posts
May 02 2011 15:59 GMT
#69
whoa nice! useful :D
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
zewk
Profile Joined May 2010
Sweden35 Posts
May 02 2011 16:09 GMT
#70
Wow! Hopefully this will be patched asap. This could be very gamebraking, imagine people finding out where you are before actually even have to scout your base on some maps. Time will tell.

I like the video, very educational. I do not agree with the people that are asking for a more entertaining video as the purpose clearly was to educate and not entertain.
dranko
Profile Joined April 2010
Sweden378 Posts
May 02 2011 16:09 GMT
#71
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


They actually fixed this in Heroes Of Newearth, so I doubt it.
nVusZah
Profile Joined July 2010
United States64 Posts
May 02 2011 16:11 GMT
#72
I didn't know salad fingers played starcraft 2!
I'm too sexy for my pants
Semtext
Profile Blog Joined September 2010
Germany287 Posts
May 02 2011 16:13 GMT
#73
On May 02 2011 23:16 ru.meta wrote:
Show nested quote +
On May 02 2011 23:15 hugman wrote:
This only works when there's a clear path between you and the obstacle you're trying to find, and that's not the case on a lot of maps. What I mean is that you need line of sight to your opponent's expo to "proxy scout" it.


Definitely. Any ramp on path nullifies the difference in patches "with" and "without" Nexus.



you're both right, but then again with setting waypoints with shit is is as easy as hell to get those straight lines you need. just dont go there clicking at the minerals from your home base, but do it like in the video with adjustment regarding the terrain and voila: it is no problem at all.
http://de.twitch.tv/semtext | FBH, Socke, WhiteRa, GoOdy, TLO
Altar
Profile Joined May 2008
United States577 Posts
May 02 2011 16:14 GMT
#74
Wow wasn't expecting to actually see something so useful. Really nice.
Heavens to Betsy
kzn
Profile Blog Joined June 2007
United States1218 Posts
May 02 2011 16:17 GMT
#75
On May 03 2011 01:09 dranko wrote:
Show nested quote +
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


They actually fixed this in Heroes Of Newearth, so I doubt it.


HON has nowhere near the number of pathfinding calls that SC2 does, and pathfinding failures are more noticeable in SC2 because players cannot devote their time to precisely controlling a single unit for the whole game.
Like a G6
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
May 02 2011 16:18 GMT
#76
Quick! Bury this so no-one else finds out but me!

Oh, too late...
Starleague Forever. RIP KT Violet~
Lotar
Profile Joined September 2010
132 Posts
May 02 2011 16:18 GMT
#77
Actually, it's been known for a while and you could see another example during day9's Countdown party part 8 (starting 9:30 but the whole segment is very interesting.)

I'm surprised it hasn't been fixed since, though. It might become very relevant with the upcoming Gateway buff :\
Seldon
Profile Joined March 2011
90 Posts
Last Edited: 2011-05-02 17:08:26
May 02 2011 16:47 GMT
#78
On May 03 2011 01:09 dranko wrote:
Show nested quote +
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


They actually fixed this in Heroes Of Newearth, so I doubt it.


HoN is not an input synchronous game as far as I know, this means they don't have this particular problem and if they did it was easy to avoid.

Blizzard could hide subsequent path ways but the bug would still be exploitable, just learn where to click and pay attention to a texture detail on the map for reference, if the harvester deviates, there's an obstacle.

Fixing it properly wouldn't bug the pathfinding, you just need to keep a view of the AI information for every team in the game. However this means that the CPU cycles used for pathfinding and the RAM used for holding the pathing nodes are potentially multiplied by the number of teams in the game (though they could share some of the memory by having "transient" nodes, but nvm that). This could push the hardware requirements of a FFA too far, but that's about it.
artanis2
Profile Joined April 2010
United States732 Posts
May 02 2011 16:51 GMT
#79
Blizzard can fix this, and probably will as soon as it is well known. It is not a hard problem.
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
May 02 2011 17:15 GMT
#80
Epic find yo, Little tricks like that combined with 300 APM = Fun scouting yo.
ponyo.848
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