people:link
Differences
This shows you the differences between two versions of the page.
people:link [2014/10/06 20:12] – created vyross | people:link [2014/10/06 20:16] (current) – removed vyross | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Robust infinitely scalable pathfinding mechanisms for sparse communal structures ====== | ||
- | |||
- | ===== Abstract ===== | ||
- | |||
- | When dealing with the problem of making highly scalable systems, we often have to forgo a number of luxuries present in other kinds of computing contexts. In the Movable Feast Machine (MFM), a simulated architecture for an infinite computer, some of these sacrifices make traditional computation difficult; a lack of global scope, a highly limited local scope, and asynchronous execution all complicate a number of traditional computing problems. One such problem that is made difficult to solve using traditional approaches is pathfinding; | ||
- | |||
- | I proposed and implemented a system for pathfinding inside the MFM, using a backdrop of a virtual conflict between warring states in a sparsely populated environment, | ||
- | |||
- | |||
- | ===== Conclusion ===== | ||
- | |||
- | This method for pathfinding works well for sparse structures, demonstrating both an ability for the concept to work with a clear goal in the context of a more complex system (the conflict) and an ideal density level for the system to allow pathfinding to work well. If the machine is too sparsely populated, it can take scouts far too long to find their adversaries, |
people/link.1412626359.txt.gz · Last modified: 2014/10/06 20:12 by vyross