<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: Rectangular Symmetry Reduction</title>
	<atom:link href="http://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/feed/" rel="self" type="application/rss+xml" />
	<link>http://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/</link>
	<description>Pathfinding and AI in games</description>
	<lastBuildDate>Sat, 30 Mar 2013 16:43:29 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
	<item>
		<title>By: dharabor</title>
		<link>http://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/#comment-61</link>
		<dc:creator><![CDATA[dharabor]]></dc:creator>
		<pubDate>Mon, 12 Sep 2011 06:51:49 +0000</pubDate>
		<guid isPermaLink="false">http://harablog.wordpress.com/?p=790#comment-61</guid>
		<description><![CDATA[Hi DF Player, 

Thank you for pointing out that thread. Very interesting! I&#039;ll take a closer look at both it, and the maps you suggest, as soon as I get a chance. 

Also, you&#039;re right: the method should be straightforward to generalise to 3D environments; you just need to a slightly different set of natural and forced neighbours.]]></description>
		<content:encoded><![CDATA[<p>Hi DF Player, </p>
<p>Thank you for pointing out that thread. Very interesting! I&#8217;ll take a closer look at both it, and the maps you suggest, as soon as I get a chance. </p>
<p>Also, you&#8217;re right: the method should be straightforward to generalise to 3D environments; you just need to a slightly different set of natural and forced neighbours.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: DF Player</title>
		<link>http://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/#comment-60</link>
		<dc:creator><![CDATA[DF Player]]></dc:creator>
		<pubDate>Mon, 12 Sep 2011 05:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://harablog.wordpress.com/?p=790#comment-60</guid>
		<description><![CDATA[People are suggesting adding this to Dwarf Fortress here:  http://www.bay12forums.com/smf/index.php?topic=92732.0

Feel free to do tests on DF maps, which are 3D grids.  You can find lots of interesting player-made maps there if you want more test data:  http://mkv25.net/dfma/

I&#039;m not sure, but I don&#039;t see any reason why your technique wouldn&#039;t generalize to 3D.]]></description>
		<content:encoded><![CDATA[<p>People are suggesting adding this to Dwarf Fortress here:  <a href="http://www.bay12forums.com/smf/index.php?topic=92732.0" rel="nofollow">http://www.bay12forums.com/smf/index.php?topic=92732.0</a></p>
<p>Feel free to do tests on DF maps, which are 3D grids.  You can find lots of interesting player-made maps there if you want more test data:  <a href="http://mkv25.net/dfma/" rel="nofollow">http://mkv25.net/dfma/</a></p>
<p>I&#8217;m not sure, but I don&#8217;t see any reason why your technique wouldn&#8217;t generalize to 3D.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dharabor</title>
		<link>http://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/#comment-45</link>
		<dc:creator><![CDATA[dharabor]]></dc:creator>
		<pubDate>Mon, 05 Sep 2011 07:43:23 +0000</pubDate>
		<guid isPermaLink="false">http://harablog.wordpress.com/?p=790#comment-45</guid>
		<description><![CDATA[Hi! Thanks for posting.

You make a good observation: sometimes rectangles are not the best choice for decomposing a map. The good news is that you could, in principle, apply any shape provided it is convex. Convexity is important as otherwise identifying symmetries becomes more difficult. The trick is finding a nice algorithm to identify maximally sized convex regions on the map. There are methods to do this from the computational geometry community but I never got around to playing with them.]]></description>
		<content:encoded><![CDATA[<p>Hi! Thanks for posting.</p>
<p>You make a good observation: sometimes rectangles are not the best choice for decomposing a map. The good news is that you could, in principle, apply any shape provided it is convex. Convexity is important as otherwise identifying symmetries becomes more difficult. The trick is finding a nice algorithm to identify maximally sized convex regions on the map. There are methods to do this from the computational geometry community but I never got around to playing with them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: johnicholas</title>
		<link>http://harablog.wordpress.com/2011/09/01/rectangular-symmetry-reduction/#comment-41</link>
		<dc:creator><![CDATA[johnicholas]]></dc:creator>
		<pubDate>Fri, 02 Sep 2011 14:52:48 +0000</pubDate>
		<guid isPermaLink="false">http://harablog.wordpress.com/?p=790#comment-41</guid>
		<description><![CDATA[This is awesome stuff.

You can accelerate pathfinding on maps that contain open axis-aligned-rectangles - but what if a game has a similarly exploitable, but different pattern, diagonal rectangles, or trapezoids. If you simply apply the rectangle-based acceleration, you&#039;ll get something (because the diagonal rectangles or trapezoids or whatever will contain rectangles), but not everything that you might get, with a customized heuristic.

Can you take a description of a pattern - for example, a set of Wang tiles - and precompute a pathfinding algorithm that will be fast if the input matches those tiles?]]></description>
		<content:encoded><![CDATA[<p>This is awesome stuff.</p>
<p>You can accelerate pathfinding on maps that contain open axis-aligned-rectangles &#8211; but what if a game has a similarly exploitable, but different pattern, diagonal rectangles, or trapezoids. If you simply apply the rectangle-based acceleration, you&#8217;ll get something (because the diagonal rectangles or trapezoids or whatever will contain rectangles), but not everything that you might get, with a customized heuristic.</p>
<p>Can you take a description of a pattern &#8211; for example, a set of Wang tiles &#8211; and precompute a pathfinding algorithm that will be fast if the input matches those tiles?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
