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ID Category Severity Reproducibility Date Submitted Last Update
0003477 [DCSS] Bug Report major sometimes 2011-02-20 19:31 2013-08-29 22:24
Reporter Curio View Status public  
Assigned To galehar
Priority normal Resolution open  
Status acknowledged   Product Branch 0.8 ancient branch
Summary 0003477: AI pathfinding problem
Description Most Mobs try to get to you in a straight line. And if you end up behind a wall with a corner 3-5 sqares to the side, it will still be standing right next to you - just at the other side of the wall, like, it sees through walls.
This bad in numerous ways:
1) It gives a players an impression that computer is cheating - monsters can track you even from the other side of a long wall. And it doesn't even matter that, this behavior...
2)...is stupid. I don't know what to add to this statement except an example that brought me here.

(Open screencap)
That's how events developed:
1) Character showed up first in the spot, where he stands right now.
2) Orc shouted from Area ?2
3) Character retreated to Area ?3 in hope to lure orc in corridor to practice knife throwing at him. He waited about 5-7 turns, lost patience and went back right into the spot where he stands on the screencap.
4) Turns out - orc waited this whole time in the Area ?3.

I mean, how is this not stupid? Orc sees elf showing from corridor. Shouts! Follows retreating elf, but instead of going into corridor - he stands 2 squares to the side of a corridor entrance and stares into the wall.

I don't know how hard to code proper path-finding system, but seeing how ranged mobs was upgraded (Awesome!!!) this behavior of melee monsters is just like a slap to the face =/
Additional Information
Tags No tags attached.
Attached Files jpg file icon Pathfinding problem.JPG [^] (101,899 bytes) 2011-02-20 19:31

- Relationships

-  Notes
(0011262)
Curio (reporter)
2011-02-20 19:56
edited on: 2011-02-20 19:58

*Orc shouted from Area 1
*Character retreated to Area 2 in hope to lure orc

(0011270)
XuaXua (reporter)
2011-02-21 16:44

This is a "caught behind the wall" problem with tracking, not necessarily cheating, but definitely bad AI IMHO.

I have seen this "stuck behind a wall" behavior many times lately with trunk / 0.8 builds, but I do not recall ever noticing it in my many plays of 0.7.
(0011307)
jpeg (manager)
2011-02-22 20:25

I don't see how this is a "major" problem. It's not even an interface screw, just monsters behaving more stupidly than you'd expect.
(0011319)
Curio (reporter)
2011-02-22 23:22

so this behavior intended and should not be addressed?
(0011335)
jpeg (manager)
2011-02-23 16:23

Nah, I was just getting frustrated browsing through bug reports sorted by severity and there being so many of them. Sorry about taking it out on you!
(0011340)
XuaXua (reporter)
2011-02-23 17:39

I'd have reported this as a minor problem since it's not causing active detriment.

To me:
Trival is non-document textual problems, icon problems
Minor is non-detrimental bugs like pathfinding or id'ing that can be worked around
Major is a bad gamebreaking bug like getting trapped somewhere.
Crash is crash.
(0011342)
galehar (administrator)
2011-02-23 18:02

Monsters have decent pathfinding as long as their target is in their LOS. Once it loses sight, it goes to the last seen position. Once there, if it still cannot see you, there's a stealth check (one chance in stealth / 3). If monster succeed its rolls, it keeps tracking you for a duration which depends on its intelligence. If it fails the roll, it starts wandering. Here, the orc have failed the check and has gone back to wandering.

Maybe the stealth check could be removed so they keep tracking for as long as their remember you (about 5-15 turns after last seeing you for monsters with normal intelligence). Seems a bit too easy to lose them.
(0011346)
Curio (reporter)
2011-02-23 19:22

"Here, the orc have failed the check and has gone back to wandering."
too bad that this is not the lone example - not even for stealth based characters. Happened many times after that =(

2jpeg
no prob, big guy - you already have very much pressure with up-keeping this game(with other devs) so, what your wish - is my command - change severity to minor if you like. I don't mind, as long as this game developed and keeps being awesome!
You, jpeg and galehar, doing a great work!
(0011360)
XuaXua (reporter)
2011-02-24 04:04

As stated, I've also seen this a lot ( as well as non melee characters leaping into melee ahead of mellee-bound allies)
(0011363)
galehar (administrator)
2011-02-24 10:26

OK, I've looked into it, and the implementation is quite bad and a bit buggy. I'll try to fix it.
(0011371)
XuaXua (reporter)
2011-02-24 18:14

Can you post the logic? I got an A in discrete mathematics.
(0023900)
BlackSheep (reporter)
2013-08-28 20:21

Pathfinding has changed a bunch in the past 2.5 years. Any reason to keep this open?
(0023932)
moxian (reporter)
2013-08-29 22:24

For what it's worth, I have experienced this (or something very similar) in 0.12. So the problem (of stuck-behind-a-wall) is still here (I think).

- Issue History
Date Modified Username Field Change
2011-02-20 19:31 Curio New Issue
2011-02-20 19:31 Curio File Added: Pathfinding problem.JPG
2011-02-20 19:56 Curio Note Added: 0011262
2011-02-20 19:56 Curio Note Edited: 0011262
2011-02-20 19:58 Curio Note Edited: 0011262
2011-02-21 16:44 XuaXua Note Added: 0011270
2011-02-22 20:25 jpeg Note Added: 0011307
2011-02-22 23:22 Curio Note Added: 0011319
2011-02-23 16:23 jpeg Note Added: 0011335
2011-02-23 17:39 XuaXua Note Added: 0011340
2011-02-23 18:02 galehar Note Added: 0011342
2011-02-23 19:22 Curio Note Added: 0011346
2011-02-24 04:04 XuaXua Note Added: 0011360
2011-02-24 10:26 galehar Note Added: 0011363
2011-02-24 10:26 galehar Assigned To => galehar
2011-02-24 10:26 galehar Status new => acknowledged
2011-02-24 18:14 XuaXua Note Added: 0011371
2013-08-28 20:21 BlackSheep Note Added: 0023900
2013-08-29 22:24 moxian Note Added: 0023932


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