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Editing 40d Talk:Traffic

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:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)
 
:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)
  
: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a "freeway" is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as "good advice" and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC)
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: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a "freeway" is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as "good advice" and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it.
  
 
:: Do you, or somebody else understanding that better than me, make a diagram or a visual display of this traffic pattern ? --[[User:Karl|Karl]] 18:22, 9 April 2009 (UTC)
 
:: Do you, or somebody else understanding that better than me, make a diagram or a visual display of this traffic pattern ? --[[User:Karl|Karl]] 18:22, 9 April 2009 (UTC)

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