Rabscuttle wrote:
But when you disconnect walls next to Beethro from that bit of wall (removing the 7 and 109 paths), suddenly you can just go diagonally, and you get 1005 (one floor step, 5 wall steps), which only becomes 6006 when you step off and then the distance to the west side of the seep's wall is less than the east.
Slight correction: 1005 would be "
1 floor step, 4 wall steps"
, since it's 1 Obstacle + 5 Steps Total. Similarly, in the image, the path leading NE would go up 1001 each time instead of just 1000 (each tile being 1 Obstacle + 1 Step). The analysis itself is correct, but the exact numbers could matter when it comes to breaking ties within a region.
Nuntar wrote:
Implementation 1: All paths are penalised +1000 for one wall-to-floor step, and so the seep follows normal brain preferences -- it will move west to the tile directly north of Beethro and then alternate between two tiles.
The Construct would actually continue moving west due to movement preferences since all the tiles along the top of the horseshoe should have the same score, so this would be similar to the 5.1 Construct result for this setup, but with some slight changes since pathing must make a decision on whether a path is shorter going through the initial floor tiles, or directly over the oremites and curve around the western floor tiles.
Nuntar wrote:
Either (3) or (4) would be acceptable to me, but I'm pretty sure I prefer (3) as it feels the most like the Construct is trying its best to act intelligently and get to where it could pose a problem to Beethro.
I find this conclusion a little surprising, because I feel the exact same way but about (4) instead of (3): I feel that the Construct is making more intelligent decisions and would get in the way more often when following System 4.
Let me go over the thought process behind that so you can see my reasoning:
* If a path with no oremite tiles is found, then the Construct follows that path. This applies to all systems. So if we continue, then the player cannot be within the Construct's 'connected non-obstacle region'. Let's call that the Construct's
territory.
* If there are no paths at all that go from the Construct to the player, even through an oremite tile, then the Construct is unbrained. This applies to all systems. If we continue, there must be a path that goes through at least 1 oremite tile.
* If all the available paths go through the same reachable oremite tile, then the Construct will always go to that oremite tile. This applies to all systems. If we continue, there must be a choice between more than 1 oremite tile that borders the Construct's territory, both eventually leading to the same area that the player is in.
Now that we've narrowed down our setup to what might differ between the systems, we continue:
* The Construct cannot leave its territory to pursue the player because of the oremite tiles. (This knowledge is constrained by the information given by the brain's pathmap: the Construct has no knowledge of paths that it could traverse but are covered by Brain-visible obstacles. It similarly has no knowledge of doors that could open to allow it to enter the player's area. This is outside brain pathmapping scope however, and none of the above systems offer any inherent advantage or disadvantage in stumbling across or otherwise taking advantage of these hidden paths.)
* The Construct cannot cross oremite tiles. Doing so, even if pushed, would at best temporarily break it, and at worst completely destroy it. So it should have no expectation of following the path beyond the oremite tiles. This means that a path that has fewer oremite tiles is not inherently more desirable or less dangerous.
* Therefore, the only hope the Construct has of being able to attack the player is if the player enters the Construct's territory once more. And since the only paths it sees to the player go through oremite tiles, it can make the assumption that the player is likely to enter the Construct's territory from those tiles. (Again, the Construct has no knowledge of other entrances such as Force Arrows or toggled doors, and can only work with what is given by brain pathmapping.)
* It follows that the best decision it could take is to head to one of the oremite tiles bordering its territory and wait for the player there, in an attempt to deny the player's entry or attack upon intrusion. So which "
entrance"
to the Construct's territory makes more sense to guard? The one that is blocked by fewer oremite tiles beyond the entrance? Or the one that the player is closer to?
Here's an example of the kind of setups I'm thinking of, where System 3 would feel actively less intelligent than System 4.
Click here to view the secret text
×![](/getattachment.php?id=47620)
I also don't feel that (4) is inherently less understandable to a player than (3). Of course, how understandable a concept is can depend on how you internalise it or how well the concept is stated. While I can describe (3) more succintly (find the path that passes through the least amount of oremites), I still think (4) has a fairly intuitive feel to it. Let me try to restate it to get across what I mean:
A brained Construct will always prioritise a path that avoids all oremite tiles. If the only paths available go through at least 1 Oremite tile, then the Construct will instead decide to guard an Oremite tile that borders its "territory" (connected non-obstacle region), choosing whichever Oremite tile the player is closest to.
I'll admit I find it a bit tricky to describe accurately without making it sound more complicated than it is from a player's perspective, but I end up internalising it as some fairly simple concepts: Construct can't leave its territory to pursue player, so Construct will try and guard whichever tile player is most likely to enter from. I think this gives the system a sort of naturally derived quality, as opposed to a more succinct but arbitrary rule that isn't as effective in its purpose.
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The upshot of all of the above, is that I find System 4 to be just as understandable to me as System 3, and that following (4) is a more intelligent decision by the Construct. I also think there are some setups where it's easier to predict where the closest Oremite tile is to the player for (4) than it is to find which path has the least Oremites for (3); though of course, the reverse is also quite clearly true.
But that doesn't mean I can say that (4) is objectively the best decision. Understanding is subjective, and I could be in the minority in finding "
guarding territory"
to be an intuitive concept for Construct pathmapping. Or maybe the succinctness/arbitrariness of (3) makes more thematic sense for Constructs. The added effort in implementing (4) is an additional drawback that would need to be overcome to use it.
I think my main point here is that I wanted to make clear my reasons for thinking (4) to be intuitive and a more intelligent decision by the Construct, in contrast to the reasons currently given in support of (3). I'm still happy with the simplicity that (3) offers (both in implementation and execution), but I'm still unsure if it's really the best fit.
[Last edited by TFMurphy at 11-10-2022 08:50 PM]