Fast Pathfinding in a dynamic environment
Fast Pathfinding in a dynamic environment
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Full video of AI emulation of an attack by red agents on a pack of green agents. #gamedevelopment
Demonstration of the work of the pathfinding solution in conditions of dynamically changing map topology and destination locations. Each red agent is a trigger for recalculating the routes of green agents.
Green agents try to go along paths clear of hunters (Red) to shelters that are located at a distance from the hunters. When the all paths to such shelters are blocked by hunters, the green ones stop, although the behavior can be anything, for example, they can attack or run in panic.
A clear path to the shelter is a path along which you can walk at some distance from the hunters. That is, for example, for the path to be considered clear, the hunter must move away from the passage through the wall.
The number of layers of dynamic pathfinding can be not only two, but also more. The conditions for recalculating routes can be configured, for example, adding conditional "vision" to green agents.
These are not ML agents and this is not machine learning. However, integrating this solution into machine learning projects can be very interesting.
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Music by ua-cam.com/channels/hnxLLvzviaR5NeKOevB8iQ.html
Переглядів: 148

Відео

Two layers of dynamic navigation in a maze with a dynamically changing map topology.
Переглядів 1849 місяців тому
This demo shows the ability of the solution to handle dynamically changing map topology. That is, each red agent is a trigger for recalculating routes for green agents. This demo shows the handling of changing map topology much better than, for example, falling objects, since the red ones are constantly moving. Thus, the map topology is constantly changing for green ones. These are not ML agent...
How to catch up with the green creature using dynamic pathfinding? #gamedevelopment #algorithm
Переглядів 7310 місяців тому
How to catch up with the green creature? Fast pathfinding in action. Music: Megacity by Michal Mojzykiewicz Free download: filmmusic.io/song/11789-megacity Licensed under CC BY 4.0: filmmusic.io/standard-license
Dynamic multi-target pathfinding for first-person games
Переглядів 9510 місяців тому
This is an example of how dynamic pathfinding works in first person games. You can see agents running away from the player. The parameter of the distance to run away, the choice of hiding place and other parameters are easily customizable, which makes it possible to create different types of tactics inherent in different creatures. Music: Beast by Sascha Ende Free download: filmmusic.io/song/10...
Fast Dynamic Pathfinding in Unity and others. Multi-Agent, Multi-Target, Anyangle fast pathfinding.
Переглядів 23310 місяців тому
This demo shows fast pathfinding implemented in Unity in a dynamic environment. Pathfinding works in a multi-target dynamic environment, for green agents these are shelters, for red agents - all green agents. Red agents hunt green ones. The red agent tries to choose the closest green one and follow the path to it. The logic of choosing a target and pathfinding is configurable. This demo also sh...
Two dynamic pathfinding layers playing with each other in Unity #gamedevelopment
Переглядів 4910 місяців тому
The dynamic pathfinding layer is a combination of navigation and control logic. It's not like in navmesh. In the video, two layers play with each other. Without a player. Red agents are hunting green ones. They try to choose the nearest green one. After capturing a Green Agent, Red Agents can feast on Slurm-flavored green flesh, or turn a Green Agent into a Red Agent. The escape and hunt logic ...
For FPS game Dynamic Emulation of the pursuit of living creatures by the player. #gamedev #gameplay
Переглядів 169Рік тому
Emulation of the pursuit of living creatures. The topology of the map is dynamically analyzed, which gives wide and customizable variability in agent actions. Suitable for use in first-person shooters, for example, in cases where the player receives a super weapon, the main monsters retreat or are defeated, hunting scenarios, pursuit, etc. In the case of several players, they can use different ...
Emulation of the living creatures running away from danger. Dynamic pathfinding in action. #gamedev
Переглядів 319Рік тому
Dynamic emulation of the actions of living creatures running away from danger. Dynamic pathfinding in action. This is a demo of the solution for dynamic pathfinding - my development for use in games. For Unity and Godot. Subscribe, write questions - I answer very quickly. Thanks for support www.donationalerts.com/r/mxsnd Music: Here Be Dragons by Tim Kulig Free download: filmmusic.io/song/8523-...
Multi-target dynamic pathfinding
Переглядів 194Рік тому
Dynamic fast pathfinding in Unity. Now new is multi-target dynamic pathfinding. There can be any number of dynamic targets within normal limits. The reaction speed of the agents is sufficient for use in FPS, as well as other common genres of video games. Porting to UE, Godot and whatever you want is possible. Thanks for support www.donationalerts.com/r/mxsnd Music: Night Hunter by WinnieTheMoog...
New fast dynamic pathfinding in Unity
Переглядів 399Рік тому
New fast dynamic pathfinding in Unity
new fast dynamic nav in Unity
Переглядів 59Рік тому
new fast dynamic nav in Unity
3D Dynamic Pathfinding In Unity, New Nav Solution
Переглядів 253Рік тому
3D Dynamic Pathfinding In Unity, New Nav Solution
A-star pathfinding algorithm and 10,000 agents.
Переглядів 83Рік тому
A-star pathfinding algorithm and 10,000 agents.
Drone swarm navigation. Dynamic pathfinding in 3D space.
Переглядів 357Рік тому
Drone swarm navigation. Dynamic pathfinding in 3D space.
Fast Multirouting Dynamic Pathfinding for 10,000 Agents. Swarm navigation test #algorithm
Переглядів 659Рік тому
Fast Multirouting Dynamic Pathfinding for 10,000 Agents. Swarm navigation test #algorithm
s-Navigation //fast dynamic pathfinding solution
Переглядів 1,4 тис.Рік тому
s-Navigation //fast dynamic pathfinding solution
mystical hiking
Переглядів 192 роки тому
mystical hiking
Stunning sunset
Переглядів 82 роки тому
Stunning sunset
Beautiful mountain view
Переглядів 132 роки тому
Beautiful mountain view
2 sec sunset
Переглядів 112 роки тому
2 sec sunset

КОМЕНТАРІ

  • @plur_ndbn
    @plur_ndbn Місяць тому

    a-star + агенты в группы обьединяются?

    • @mx.s
      @mx.s Місяць тому

      @@plur_ndbn Привет. Спасибо за вопрос. Как я говорил ранее, это независимые агенты и это заметно во второй части этого демо, да и в других так же. Так же скажу, что кроме интеграции в игровые проекты, одна целей продукта это реализация балансировки нагрузки на маршруты на лету. Ещё раз спасибо за вопрос и если вы знаете возможного спонсора или инвестора, пожалуйста, дайте ему знать об этом проекте. Заранее благодарю.

    • @plur_ndbn
      @plur_ndbn Місяць тому

      @@mx.s Привет. Сразу скажу что не знаю инвесторов, ютюб посоветовал другое видео, где есть твой комментарий. ну типа есть же магазин юнити и эпик стора попробуй оформить в виде модуля и продавать там, но это очень всё зависит от реализации и быстродействия, как бы в стратегиях даже 90-начала 2000х была возможность управлять огромным числом юнитов. ну и вторая часть мне не показывает ничего, я вижу что идёт поиск пути до цели, а если на пути агент - до агента, типа убери проверку на коллизию агентов друг с другом и они все в одну точку сольются же. Если вдруг ты решил проблему поиска пути и сделал лучше чем а-стар, то напиши научную работу на это, люди то бьются с проблемой)

    • @mx.s
      @mx.s Місяць тому

      @@plur_ndbn Спасибо за Ваш комментарий и советы. Создание аддонов не является приоритетом. Тем не менее мне очень нравится концепция свободных (условно свободных) инструментов разработки после выпуска основного продукта. Пожалуйста, извините, но я не могу обсуждать Ваше мнение о демо в контексте какого-то угадывания внутреннего устройства по причине поиска инвестиций. Касательно публикации научной работы, это не является моим приоритетом Спасибо за диалог. Было очень приятно с Вами общаться.

  • @littlesaigon1042
    @littlesaigon1042 Місяць тому

    Are some of them simply following other entities instead of pathfinding themselves? Or is every single one executing the algorithm?

    • @mx.s
      @mx.s Місяць тому

      @littlesaigon1042 Thank you for your question. These are independent agents. They do not follow each other and there is no trick of this kind. I am very sorry that I cannot say more, as I am looking for an investor to continue the development. Once again, thank you very much. Feel free to write to me.

  • @GamouPlays
    @GamouPlays Місяць тому

    Is this pathfinding faster than existing solutions? Will you ever release it for someone to purchase?

    • @mx.s
      @mx.s Місяць тому

      @GamouPlays Thanks for the comment. I think my solution is amazingly fast, and it's still an alpha version. So there is no direct comparison. I think in production the performance will be even better, and 2 of the 3 optimization steps are not implemented yet. But you can dive into the topic of 3D pathfinding or, for example, evaluate the demo with 10,000 agents to preliminarily evaluate the performance of the solution. As for the possibility of purchase, I really like the concept of free development add-ons after the release of the game. It's just a question of finding investments. If someone can help, including information - I will be very grateful. Very grateful. Hugs.

    • @GamouPlays
      @GamouPlays Місяць тому

      ​@@mx.s Do you do software development as your job or education?

    • @mx.s
      @mx.s Місяць тому

      @GamouPlays Thank you very much for the communication. I can gladly answer your questions about me in direct communication. But still, I can say that there are no employers, organizations or any persons who can claim the rights to my code. This is only my development. P.s. I looked at your channel. I can say that in a game like ZeroSpace, the integration of my solution, in addition to other advantages, could give, you know, at the moment when units meet for battle. They just stand and shoot. Just a crowd of units that shoot, although I myself love RTS, and ZeroSpace will be very cool. So at this moment, my solution allows for many options for unit actions. This is the use of tactics, for example, encirclement of a group of enemies, or the use of attacks from the flanks, or retreat with fire cover, or the use of game objects as shelters, and so on. And all this is not a scripted action, but work in dynamics. I can write a long time and a lot on this topic. That is, it can be much more interesting than a crowd of units that just stand and shoot at each other. And for the player, it will be more exciting, because there, behind the screen, combat units that demonstrate intelligence capable of processing commands of a higher level than "go and shoot". Can you imagine what RTS will turn into in this case? P.p.s. Or you know, when you play RTS and in the battle you understand that you are losing, because a couple of units are stuck, or can't take a couple of steps, or turn, and you have to be distracted. Thanks again for your comment. Write to me without hesitation.

  • @gasstationjunkfoodie
    @gasstationjunkfoodie 2 місяці тому

    Are you making the source code available?

    • @mx.s
      @mx.s 2 місяці тому

      Dear @gasstationjunkfoodie. Thanks for the comment, I see you wrote to me in telegram. I really want to implement my concepts in pathfinding, including in a solution for game developers. I like it when development tools become freely available after the release of the game, at least for small and medium developers. But I didn't think that investments in such projects are now at rock bottom. It's sad. I'm still looking for an investor. Even if I immediately implement an open source project, I still need resources and assistants, since releasing a raw or limited in functionality open source product is a waste of time. If you have ideas, criticism or comments, feel free to write to me.

  • @homosapien5684
    @homosapien5684 2 місяці тому

    Is this D*? Did you integrate a hugging algo?

    • @mx.s
      @mx.s 2 місяці тому

      @homosapien5684 Thanks for the questions. I still think my solution is something new. Check out the other videos on the channel, it's not machine learning, it's just the algorithm at work. However, your question raises an interesting point, using my solution with machine learning will give amazing results in solving some high-level problems. At the moment, I hope to continue working on the dynamic pathfinding solution, and start working on solving the route load balancing problem.

    • @homosapien5684
      @homosapien5684 2 місяці тому

      @mx.s thank you for replying. I will check out your channel. Subscribed.

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen 5 місяців тому

    Do the agents avoid stepping on each other too?

    • @mx.s
      @mx.s 4 місяці тому

      @DasAntiNaziBroetchen Yes, of course, agents cannot step on each other. In addition, it is now possible to use various tactics of approaching the target and surrounding. Also, there is a theoretical solution for balancing the load on routes in dynamic conditions. Based on the example of this video, it is likely that the balancing solution would not leave a chance for the player, even taking into account his passage through walls. I hope I will find resources to continue the work.

  • @ltkdt
    @ltkdt 5 місяців тому

    I just started using Raylib for my project and this is so cool. Do you have the code for this?

    • @bossjules2785
      @bossjules2785 5 місяців тому

      Me too

    • @mx.s
      @mx.s 5 місяців тому

      @ltkdt @bossjules2785 Thanks for the comments. The code is still in development. The project is looking for a sponsor to continue the work.

    • @mx.s
      @mx.s 5 місяців тому

      raylib is a cool library. I really liked it and it left a pleasant impression

  • @bossjules2785
    @bossjules2785 5 місяців тому

    I want to do that. You're good

    • @mx.s
      @mx.s 5 місяців тому

      @bossjules2785 Thanks for your comment.

  • @bmdsch1320
    @bmdsch1320 8 місяців тому

    How does this work?

  • @dandymcgee
    @dandymcgee 8 місяців тому

    Why is there weird freezing behavior, e.g. around 0:28 when they get trapped? Is that an intentional reaction to multi-sided danger, or is the program dropping frames because the pathfinding algo took too long or something?

    • @mx.s
      @mx.s 8 місяців тому

      @dandymcgee Thanks for the comment. Green agents try to go along paths clear of hunters (Red) to shelters that are located at a distance from the hunters. When the paths to such shelters are blocked by hunters, the green ones stop, although the behavior can be anything, for example, they can attack or run in panic. A clear path to the shelter is a path along which you can walk at some distance from the hunters. The logic for selecting cover and the hunter's avoidance distance can be customized. The freeze occurs at 0:25, at this moment the exit is blocked by one hunter at the top, and a crowd of hunters at the bottom right. Further, the path to the upper shelters is clear and the green ones begin to move at 0:26, at the moment of 0:27 the green agents freeze again, since the exit is again blocked. At the 0:28 mark, the greens begin to move, as the red one on the lower right has moved a sufficient distance from the exit. In fact, slowdowns were introduced into the actions of the greens, otherwise they would have been out of reach. You can evaluate the speed of the algorithm in the video with the maze. Thanks again for your comment.

    • @Zorymoon_bug
      @Zorymoon_bug 7 місяців тому

      Amazing!

  • @Loks-rt2tk
    @Loks-rt2tk 9 місяців тому

    А как называется?

    • @mx.s
      @mx.s 8 місяців тому

      Ответил в другом вашем комментарии

  • @초밥연어-c1m
    @초밥연어-c1m 9 місяців тому

    Cool! Is it fast enough? How is it compared to Astar?

    • @mx.s
      @mx.s 9 місяців тому

      @user-cy7yt8gm7z thanks for the comment. Sorry, but I didn't understand the meaning of the question about "fast enough". Can you explain?

    • @초밥연어-c1m
      @초밥연어-c1m 8 місяців тому

      @@mx.s I didn't mean much. What I want to say is, how much performance does it have compared to the fastest known "astar" and what are the advantages and disadvantages

    • @mx.s
      @mx.s 8 місяців тому

      @user-cy7yt8gm7z Thanks for the question. If you are talking specifically about the performance of a software solution, then I can answer that at the moment 2 out of 3 planned optimization steps have not even been started. At the same time, you can already preliminarily evaluate dynamic navigation for multiple agents in 3D space as an indicator of the performance of the software solution. The speed of video with 3D navigation has not been changed, the reaction speed of agents in 3D space is quite fast. Well, given the state of development, I'm not ready to talk fully about the advantages and disadvantages, however, for example, you can handle some reasonable non-static set of dynamically moved targets, and you can also use different prioritization logic for each of such targets.

  • @skycitrice6146
    @skycitrice6146 9 місяців тому

    This is sick! I’m trying to make a game that has dinosaurs like ark survival evolved and need to implement a system like this. Could you post a tutorial

    • @mx.s
      @mx.s 9 місяців тому

      @skycitrice6146 Dear friend. Thanks for the comment. A solution is in development. The concept that I am forming implies many interesting things for developers. Of course there will be a tutorial.

  • @benjaminweeg9684
    @benjaminweeg9684 9 місяців тому

    I'm building a 2D game with increasing numbers of tanks attacking your base. But it turns into a traffic jam simulator on the higher levels. I would very much like to implement pathfinding like in this video. You mentioned in another comment that you were that you were looking to work with other game developers. I'd like to put myself on your radar. 😁

    • @mx.s
      @mx.s 9 місяців тому

      @benjaminweeg9684 Thank you very much for your comment. Give me the video please, it's very interesting.

    • @benjaminweeg9684
      @benjaminweeg9684 9 місяців тому

      @@mx.s well, now I have to build a video for it. It's been something I've been meaning to do for a while anyway! 😁 I'll have one thrown together shortly...

    • @mx.s
      @mx.s 9 місяців тому

      @benjaminweeg9684 Wonderful. I'll be waiting. Contact me here or via telegram.

    • @benjaminweeg9684
      @benjaminweeg9684 6 місяців тому

      OK, I finished the semester and passed all my classes! Yay. I'll get this together, or at least started, this weekend! What do you recommend for screen capture software? I used zoom share screen and record session for my school projects and it's really poor quality.

    • @mx.s
      @mx.s 6 місяців тому

      @@benjaminweeg9684 Great. There are many programs and they are all mostly good, try movavi or ShareX

  • @SoftYoda
    @SoftYoda 9 місяців тому

    So what is it if it's neither A* nor vector field ?

    • @mx.s
      @mx.s 9 місяців тому

      I changed the title of the video. Everything is fine now. Please write what features of this solution you would like to see in the release for developers.

  • @timkuligfreemusic
    @timkuligfreemusic 10 місяців тому

    This is a personal favorite tune for when you're trying to get stuff done :)

    • @mx.s
      @mx.s 10 місяців тому

      @timkuligfreemusic Exactly. Thank you very much for your music.

  • @jellyfish5121
    @jellyfish5121 10 місяців тому

    Amazing stuff

    • @mx.s
      @mx.s 10 місяців тому

      Thanks a lot

    • @jellyfish5121
      @jellyfish5121 10 місяців тому

      ​​@@mx.s Hi, I'm a hs student and have been interested in creating pathfinding algorithms. I've done some research on a*, d*, hpa* and other stuff like that but I think your channel has a really impressive implementation that I haven't seen before. What should I look into since I want to learn how to create a similar implementation to improve my skills?

    • @mx.s
      @mx.s 10 місяців тому

      ​@@jellyfish5121Thank you very much, dear friend. I cannot recommend that you study this topic, since there are several features that will demotivate you. For example, the decision to automatically distribute loads in order to avoid congestion is also unnecessary for anyone. Show my videos to your teachers, they will be a little nervous.

  • @dryoldcrabman6890
    @dryoldcrabman6890 Рік тому

    no git hub. Great.

    • @mx.s
      @mx.s Рік тому

      Sorry friend. In fact, simply releasing the code to Git is not the same as giving life to the project. Someone will simply take it (the code) to pieces. In addition to releasing my games, my goal is to make a tool for game developers, where pathfinding will be raised to a higher level. If this is open source, then I need to create a community of developers. Any similar open source project has a group of like-minded people. However, today, I cannot even get conversations with experts, for example, about the need to find a path in 3D space in games. For example, are you ready to express your opinion on this issue?

  • @cnnhean
    @cnnhean Рік тому

    Do you intend to make it for unreal engine too?

    • @mx.s
      @mx.s Рік тому

      As far as I understand, my computer does not support UE installation, it is too weak. However, the code is initially written in CPP and only then ported. Thus, there is no reason to say that the solution will not work for the UE.

    • @cnnhean
      @cnnhean Рік тому

      ​@@mx.s You should try, for me it much more easy to get better performance with unreal, and if you really end up making a good overall pathfind solution i bet many many people would be interested, i would definitely pay for such solution.

    • @mx.s
      @mx.s Рік тому

      @cnnhean Thanks a lot. I agree that such porting is necessary. It seems that UE can be installed on 1650. Now I'm working on a system for managing movement tactics and agent interaction. There is also a ready-made theory about the automatic distribution of agent congestion on the map; this is when agents, seeing a congestion, choose a less congested path, if it exists.

  • @cnnhean
    @cnnhean Рік тому

    That's amazing although it's not any angle/ shortest path

    • @mx.s
      @mx.s Рік тому

      @cnnhean Give me the timecode of the moment please.

    • @cnnhean
      @cnnhean Рік тому

      @@mx.s 00:30 Although it doesn't seems like the same algorithm you used in unity. Here it looks like the resulting path from a*, while the path from theta*/anya looks better, and is shorter, due to being able to move in any angles

  • @cnnhean
    @cnnhean Рік тому

    Very cool!

    • @mx.s
      @mx.s Рік тому

      Thanks a lot

    • @cnnhean
      @cnnhean Рік тому

      @@mx.s You are a big talent i hope you'd be keep it up brother !

    • @mx.s
      @mx.s Рік тому

      @cnnhean Bro, thank you very much, this is motivating!!!

  • @timkuligfreemusic
    @timkuligfreemusic Рік тому

    I love understanding how game physics / dynamics works - thanks for using my music :)

    • @mx.s
      @mx.s Рік тому

      Thank you very much for the music. Your musical creativity is amazing and inspiring. If you're interested, I can talk about this demo in general detail. Let me know please.

  • @EagleTopGaming
    @EagleTopGaming Рік тому

    Very cool. How you have it tuned makes them feel very primal despite only being green boxes.

    • @mx.s
      @mx.s Рік тому

      Thank you. There will be several more emulation models

  • @jedi_minecraft1
    @jedi_minecraft1 Рік тому

    can i get a link to the package?

    • @mx.s
      @mx.s Рік тому

      subscribe to the channel to be in the forefront when the solution is released

    • @jedi_minecraft1
      @jedi_minecraft1 Рік тому

      @@mx.s subscribed :)

    • @mx.s
      @mx.s Рік тому

      ​@@jedi_minecraft1​Thank you. I think and hope there will soon be a demo of dynamic agent tactics using various covers from the player's attack, such as tracking, attacking, defending, etc.

  • @zotos63
    @zotos63 Рік тому

    this looks awesome! any time frames when you will be able to share?

    • @mx.s
      @mx.s Рік тому

      I hope it will be soon

  • @Fhwqhgads
    @Fhwqhgads Рік тому

    How did you achieve this? 👀👍

    • @mx.s
      @mx.s Рік тому

      This is a new pathfinding solution. I hope we see this in games.

    • @paulblart7378
      @paulblart7378 Рік тому

      @@mx.s That doesn't answer the question. How did you achieve this? Could you explain or give a link to the code/project if there is one? Thanks

    • @mx.s
      @mx.s Рік тому

      ​ @paulblart7378 Thank you for your comment. Sorry, but the project code is still under development. I must achieve my goals, and then the code must be revealed. If you are working on pathfinding projects please contact me.

    • @felixabbott126
      @felixabbott126 6 місяців тому

      Not sure if they have their own system, but you can look into algorithms like astar or flow fields

  • @Idkifitssimple
    @Idkifitssimple Рік тому

    What is the name of that game?

    • @mx.s
      @mx.s Рік тому

      oh it's not a game. This is a pathfinding solution that I hope will be used in games. How do you like NPCs with such intelligence?

    • @Idkifitssimple
      @Idkifitssimple Рік тому

      @@mx.s oh okay thanks for the message;)

    • @0x9D99
      @0x9D99 4 місяці тому

      @@mx.s im more than a year late :( as a programmer they really interest me.

    • @mx.s
      @mx.s 4 місяці тому

      @0x9D99 Hello. Thank you for your comment. I really appreciate it. You are not late. Now I am solving organizational issues of project development. I have a developed concept, several implementation plans, there is a roadmap. In any case, if you are a programmer, I have questions for you, and I think our conversation can be interesting. I will be glad to receive your answer.

  • @poweredbygeeko
    @poweredbygeeko Рік тому

    very nice!

    • @mx.s
      @mx.s Рік тому

      Thank you. Your comment is motivating. Watch the new code optimization video.

  • @takis76
    @takis76 Рік тому

    Will there be a source code? Will this be a library? which programming languages will be supported?

    • @mx.s
      @mx.s Рік тому

      Now it's c++. In fact, it doesn't matter what programming language. The solution will be available for all popular languages. Now we hone the logic and go to 3D space. Further, these are addons for UE and Unity.

  • @sufianahmad7337
    @sufianahmad7337 Рік тому

    Amazing work 👌👌

    • @mx.s
      @mx.s Рік тому

      Thank you. A new video has been released with a large number of agents.