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AI broken pathfinding when setting longer routes through tac com


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When setting longer routes for the AI through tactical commander or game master using set path weird pathfinding often occurs.

Specifically, when the pathfinding algorithm initially decides to go offroad the unit will avoid roads for the rest of the path set. This results in the AI going offroad unnecessarily and in some cases getting stuck. 

image.png

In the attached tracks there is a torture test with the AI Roland being placed in the middle of Damascus on Syria. When setting a long route, the AI decides to go off-roading in the middle of Damascus through the buildings, despite starting on a road and the route being perfectly navigable while staying on roads. The AI in all cases starts having extreme trouble with navigating through the city, eventually getting stuck after driving through buildings or over obstacles.

ca_pf1 https://streamable.com/wzhlm9

ca_pf2 https://streamable.com/1gx74g

ca_pf3 https://streamable.com/ej333w

ca_pf3.trk ca_pf2.trk ca_pf1.trk

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  • 2 weeks later...
  • ED Team

Yeah I agree with the above, if you are trying to get a group somewhere and roads are available, try and add more points and along those roads where possible. 

AI generally will try and avoid objects, but if you overload them with such a long path then you can see issues like this. 

That said I will take a look and see if there is some basic issue here that could be improved. 

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  • ED Team
3 hours ago, Livers said:

My thinking here is that if a unit is on road, and you add a waypoint that is off road, do a google-style on road map route that gets you close. Then go off road. That would be nice behavior. Wish list?

I mean that could be cool, but at the end of the day if you want the AI to do what you are hoping, leading them with WPs is always best.

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