Pathfinding is weird ?

Fixed Vehicles & Roads
Basox70 · 2 years ago

Can you explain why trucks prefer taking the red path instead of the blue one ?
(playing on experimental branch)

image.jpg

crazyodd [discord] · 2 years ago

The AI calculates the shortest path as "the crow flies" then tries to stick to it as close as possible, even if that means the path is longer overall. Guess its about more efficent computing, rather then trying to always calculate the "optimal" path.

Basox70 · 2 years ago

Well, lucky me, all trucks don't take the red path, only a few now

axe.lander [discord] · 2 years ago

Typical directional A* pathfinder. Already highly optimized for performance I assume.
Biters in Factorio sometimes walk similar figures.
Maybe some more path caching and post-processing can be added if performance permits.

RealisticOptimist · 2 years ago

Prison Architect can handle over a thousand entities moving around, even with collision avoidance. I do think this part of the core game mechanics needs and deserves improvement.
I do not like being forced to belt everything just because the vehicles are not smart enough.

jemsterr [discord] · 2 years ago

The devs agree, which is why I was told to make the issue. If you find other occurrences of it, add them to that issue so they have it all in one place. As the dev requested, preferably with a save.

Captain Marek Captain Marek · 2 years ago

This is fixed in v0.6.4a (live on experimental branch), thanks for the reports

jemsterr [discord] · 2 years ago

Came to comment this after I got the github email.
Thanks for the great work!

Closed as ✅ Fixed

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