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kanetaka

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Posts posted by kanetaka

  1. I think the path finding calculation depends on the previous turn and the formations, or?

    Yes, the formation is also the factor and you know that is one of the performance killer. I am not familiar with the formation code, but a single turn consists of something like follows:

    1. Independent units move
    2. Formation leaders move
    3. Formation followers move

    If you give every unit a thread, this means 4x300 Threads for 4 players with civ limit 300. :D

    It is better to use an executor, or? :D

    This executor has an queue, with for example tasks for path finding for 200 units.

    So you can split the 1 thread in for example 6 threads with 6 executors.

    Yes that sounds practical. I have never known executor pattern. You have more knowledge about multi thread than me.

    • Like 1
  2. Threading would indeed help, but the simulation should always stay in one thread, to guarantee determinism. Other things (like rendering or AI) can be split off to different threads.

    I think giving threads to each pathfinding calculation for single unit is effective. The pathfinding calculation depends on previous turn, but doesn't depend on other units on-going movement. And some path results takes much longer.

  3. Yes, it could be. The long path finder knows they have to detour, but the short path finder has a fixed sight range and when the units get close to the goal, they switch path finder from long one to short one then they forget to detour.

    You can set way points to work around by shift crick.

  4. Now I replayed it and took the profile. Let's take a look.

    The replay was took on Windows 8.1, Core i3 1.8GHz, RAM 4GB.
    post-16163-0-30281400-1429207121_thumb.j
    X axis plots 1 / 20 number of turns and Y axis plots milliseconds per frame. In ideal situation, one turn equals 200ms in single play and one frame equals 16.7ms at 60 Hz frame rate. Thus 34:50(2090sec) should be Turn 8320, which equals 416 in X axis.
    The total never exceeded 200 ms, but this is a replay so it doesn't include any graphics at all. On my machine, the total almost always exceeds 16.7ms, means I can't expect 60 FPS anytime.

    At 416, I can't find any prominent peaks. I guess there were temporal lags before 34:50 so actual 34:50 was somewhat earlier.

    At 379, FindEconomicCCLocation stands up to 97.98ms and ComputePath makes plateau from 384 to 392. From these heavy load the total constantly exceeds 100ms so I conclude 34:50 was around 379.

    Maybe total simulation update should not exceed 100ms per turn.

    http://trac.wildfiregames.com/wiki/EngineProfiling

    post-16163-0-30281400-1429207121_thumb.j

    maleg's_profile.txt

    • Like 3
  5. Hi maleg. Thank you for reporting. I am also concerned about lag from path finding problem.

    You can find commands.txt by date and time you played. Open C:\Users\your_account_name\AppData\Local\0ad\logs\sim_log and you will see many folders but the timestamps are the end of games so you can distinguish them easily.

    And you can open those files by text editor and you can read map names and match settings etc. like following:

    start {"mapType":"skirmish","map":"maps/skirmishes/Acropolis Bay (2)","settings":{"CircularMap":true,"Description":"Each player starts the match atop a large flat plateau, otherwise known as an acropolis.\n\nTo the East lies a large bay with fishing opportunities. To the West is a rugged hinterland with an unclaimed acropolis commanding the valley below.","GameType":"conquest","Keywords":[],"LockTeams":false,"Name":"Acropolis Bay (2)","PlayerData":[{"Name":"Player 1","AI":"petra","AIDiff":3},{"Name":"Player 2","AI":"petra","AIDiff":3}],"Preview":"acropolis_bay.png","RevealMap":false,"mapType":"skirmish","AISeed":0}}turn 0 200

    With commands.txt we can replay the game and it would help the development . But multi player games are hard to replay for me, so single player games are appropriated.

    • Like 2
  6. I recommend Ρόδος / Ródos(Rhodes in English), where is famous for Colossus of Rhodes, one of the Seven Wonders of the World. The Siege of Rhodes (305 BC/304 BC) was one of the conflicts in Battles of the Diadochi. And Rhodes is also renowned by "hic Rhodus, hic salta", a quote from Aesop's Fables.

    • Like 1
  7. Today I tried to post a message to this site but the post was rejected by spam filter. The post is as follows:

    Replying to stanislas69:

    That's awesome, keep up the good work :) Do you think a 7time faster calculation would save up a lot of lag ?

    No, 300Mc gain means only 1/6 seconds per game. Other games may gain more or less, I am not sure. Yet I haven't got total understanding about whole engine, I think the bottlenecks are other compornents.

    Are there any stupid thing in my post? How do I avoid such annoyances?

  8. I played your commands.txt on r15637 and got debug output.

    The Following messages appear repeatedly:

    WARNING: Petra baseManager problem with accessIndex 6 while metadata acess is undefinedERROR: CCmpPosition::GetPosition2D called on entity when IsInWorld is false
    And other messages. these appear only once.
    Turn 9620 (200)... ERROR: JavaScript error: simulation/ai/common-api/map-module.js line 35TypeError: p is undefined  m.Map.prototype.gamePosToMapPos@simulation/ai/common-api/map-module.js:35  m.Accessibility.prototype.getAccessValue@simulation/ai/common-api/terrain-analysis.js:327  m.AttackPlan.prototype.updatePreparation/<@simulation/ai/petra/attackPlan.js:530  m.EntityCollection.prototype.forEach@simulation/ai/common-api/entitycollection.js:196  m.AttackPlan.prototype.updatePreparation@simulation/ai/petra/attackPlan.js:514  m.AttackManager.prototype.update@simulation/ai/petra/attackManager.js:87  m.HQ.prototype.update@simulation/ai/petra/headquarters.js:1933  m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:85  m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:85

    debug_output.txt

  9. 初めまして。クリスと申します。僕は日本人じゃないけど、大学で日本語を勉強しています。どうぞよろしくお願いします ^_^

    Nice to meet you, Chris. Your Japanese looks almost perfect! 「じゃないけど」を「ではありませんが」に直せば、文全体の丁寧さと調和してさらに良くなります。日本語の勉強頑張ってください。

  10. Hello kanetaka, glad I'm not the only one :). 今は大学で 日本語を勉強していますから、ちょっと 日本語で話せるんです。 よかったら よろしくお願いします。 :)

    こちらこそよろしくお願いします。Nice to meet you, hhyloc. I am happy to know that you studies Japanese.

    • Like 2
  11. I read an interesting article about pathfinding in Japanese. Let me show you their ideas. They also published about it in English, Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers (Fabien Gravot, Takanori Yokoyama, Youichiro Miyake), so you can read the details from that book.

    They are developers of FINAL FANTASY XIV, a famous Japanese multiplayer online RPG. There are about 1,000 NPCs in a single map so they couldn't use real time pathfinding. Instead they use tables to store precomputed pathfindings. To reduce memory footprint for tables, they devide the map into grids and make hierarchal tables. The result is drastic. If a map has 20,000 locations for destination, the single table costs 1.1GB. Then dividing to 100 locations for each grid, the cost reduce to 11MB.

    I hope this could help.

    • Like 1
  12. It looks acceptable, yet I haven't seen on the UI, only the source code.

    By the way, I made mistakes in my previous post.

    and you can break line before characters below:

    ( [ { 〔 〈 《 「 『 【 〘 〖 〝 ‘ “ ⦅ « ヽ ヾ ー ァ ィ ゥ ェ ォ ッ ャ ュ ョ ヮ ヵ ヶ ぁ ぃ ぅ ぇ ぉ っ ゃ ゅ ょ ゎ ゕ ゖ ㇰ ㇱ ㇳ ㇲ ㇳ ㇴ ㇵ ㇶ ㇷ ㇸ ㇹ ㇺ ㇻ ㇼ ㇽ ㇾ ㇿ 々 〻

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