As most of us know, in the recent snapshot, new AI for wolves and zombies has been implemented. Here are the features and limitations.
New AI features : (zombies and wolves only)
-Will not walk blindly into a hole, instead it will walk around it to get to you
-Although they will not walk into a hole with lava/lavalake, they will not avoid lava walls or fire that is beneath them.
-will not just stand behind a wall, it will walk around.
-If no path to target is available, it will wait where it is while keeping close to player through the wall until a path is opened up
- It will solve mazes that are very complicated as long as there is a path to the player. (maze below solved without a problem)
-If there is a pressure plate in front of a door without a roof on it separating the player and monster, it will actively try to 'climb' the pressure plate because it thinks it is a 1 high block, but instead it will open the door and create another path to the player. -Gloomygus
-The pathfinding does have a limit to how far it will work though, if the only available path is outside of the monster's range, it will just try to get as close to you as possible. -Rox
-The range of the pathfinding seems to be within a 15 block radius of the player. It will traverse distances longer than 15 blocks, if it has to go around, but the pathfinding will only activate within 15 blocks. (through walls too)
-Water (sort of) messes up the pathfinding. If you are on the other side of a water pool, and there is a 1 block high wall against the water, it will try to jump the wall, instead of pathfinding other ways. It will find you correctly so long as there are no 1-block high walls against the water.
-Water messes with zombie (but not wolf) pathfinding in ways that will render pathfinding useless, zombies will not swim upstream, and they will try to jump over a wall while in water no matter how high if you are on the other side of it.
-will not Walk through waterfalls. -gloomygus
-Ladders are completely ignored in pathfinding sequence -Black_Drath
The wood is where I stand, the stone slabs is where I spawn the wolf and or zombie, and the golden blocks signify the exit.
Try building a house, knocking out the back door, and running from a zombie through the front door and out the back wall. Find out if it manages to find you.
I cant check myself sadly.
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I'm usually not trying to be rude. So if a post comes across that way then sorry :]
Try building a house, knocking out the back door, and running from a zombie through the front door and out the back wall. Find out if it manages to find you.
I cant check myself sadly.
If he can find a way through that maze. He will get into your house if there's an opening.
They complete the maze with 0-2 wrong turns, usually 0.
If he can find a way through that maze. He will get into your house if there's an opening.
They complete the maze with 0-2 wrong turns, usually 0.
That's without a door between you and it.
I'm curious to find out if you went into your house, went through a couple rooms, then went back outside if the same zombie would still be able to find you easily.
I don't see why it wouldn't. But you never know. Seriously though. I'd test it myself if I could :/
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I'm usually not trying to be rude. So if a post comes across that way then sorry :]
Yeah, I made a small house with two doors, aggravated a zombie, ran inside, shut it, waited about 1 minute, then when I opened the back door, he made his way back over there.
*edit - Turns out they can 'smell you' through walls, so they stalk you outside of your house finding the closest point to you.
Since they follow you to get to the nearest point (even if outside of an opaque solid wall) you could make some pretty neat 'automatic' dispensers/redstone mechanics for your house that activate when you stand on a certain spot (no pressure plate!)
*edit - Turns out that when a monster is aggro'd and trapped in a room where it cannot get out to you at all, it will migrate towards the northeast corner of the room.
Wolves will jump around on the corner, in an even time. This can be of use for compact redstone clocks without any/much wiring.
as soon as a spot is open to let the monster (zombie/wolf) out, it will go towards the spot and escape. You could use this to create traps where if somebody steps on a pressure plate, it will open a piston door to let the mobs after him.
I started them in bottom left corner of my maze, aggro'd them, and flew over to top right and they still found me, so a fairly good distance is needed.
I'm really hoping the pathfinding will be different for different creatures. Ex creepers will find you but find the nearest place to hide until your back is turned, skeletons will get just in range of you and try to find a high point to snipe you from ect...
Just in case you are curious the zombies also do vertical pathfinding. I created a tower type of structure that has a spiral path to the top and the zombie made his way up to me.
Just in case you are curious the zombies also do vertical pathfinding. I created a tower type of structure that has a spiral path to the top and the zombie made his way up to me.
That's awesome! No more zombie randomly falling everywhere. I want to make a 3d maze now...
Just in case you are curious the zombies also do vertical pathfinding. I created a tower type of structure that has a spiral path to the top and the zombie made his way up to me.
Suddenly zombies don't sound like pushovers anymore.
And Vechs maps are now inherently twice as hard.
I like the idea of similar pathfinding in every creature, but perhaps not creepers. If creepers pathed this cleanly they'd be arguably too dangerous. Then again, what's life without challenge?
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I'm the bard. Always will be. And no one EVER respects the bard.
The new zombie AI is great. If creepers get this AI, though... They're bad enough sneaking up on you when they can't path well. Imagine if they could navigate corners and vertical steps the way zombies now can.The new zombie AI is great. If creepers get this AI, though... They're bad enough sneaking up on you when they can't path well. Imagine if they could navigate corners and vertical steps the way zombies now can.
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Mhm, I'm really impressed with the dramatic change. Unfortunately it comes with some minor bugs, so be sure to report them to Jonk: https://twitter.com/#!/jonkagstrom. I've got a showing a few quirks about their AI, namely their behavior in water. If Jonk doesn't fix that, then water could be used defensively against mobs in some manner (not that it couldn't before, but it seems to utterly wreck their new pathfinding).
New AI features : (zombies and wolves only)
-Will not walk blindly into a hole, instead it will walk around it to get to you
-Although they will not walk into a hole with lava/lavalake, they will not avoid lava walls or fire that is beneath them.
-will not just stand behind a wall, it will walk around.
-If no path to target is available, it will wait where it is while keeping close to player through the wall until a path is opened up
- It will solve mazes that are very complicated as long as there is a path to the player. (maze below solved without a problem)
-If there is a pressure plate in front of a door without a roof on it separating the player and monster, it will actively try to 'climb' the pressure plate because it thinks it is a 1 high block, but instead it will open the door and create another path to the player. -Gloomygus
-The pathfinding does have a limit to how far it will work though, if the only available path is outside of the monster's range, it will just try to get as close to you as possible. -Rox
-The range of the pathfinding seems to be within a 15 block radius of the player. It will traverse distances longer than 15 blocks, if it has to go around, but the pathfinding will only activate within 15 blocks. (through walls too)
-Water (sort of) messes up the pathfinding. If you are on the other side of a water pool, and there is a 1 block high wall against the water, it will try to jump the wall, instead of pathfinding other ways. It will find you correctly so long as there are no 1-block high walls against the water.
-Water messes with zombie (but not wolf) pathfinding in ways that will render pathfinding useless, zombies will not swim upstream, and they will try to jump over a wall while in water no matter how high if you are on the other side of it.
-will not Walk through waterfalls. -gloomygus
-Ladders are completely ignored in pathfinding sequence -Black_Drath
The wood is where I stand, the stone slabs is where I spawn the wolf and or zombie, and the golden blocks signify the exit.
I cant check myself sadly.
If he can find a way through that maze. He will get into your house if there's an opening.
They complete the maze with 0-2 wrong turns, usually 0.
That's without a door between you and it.
I'm curious to find out if you went into your house, went through a couple rooms, then went back outside if the same zombie would still be able to find you easily.
I don't see why it wouldn't. But you never know. Seriously though. I'd test it myself if I could :/
*edit - Turns out they can 'smell you' through walls, so they stalk you outside of your house finding the closest point to you.
*edit - Turns out that when a monster is aggro'd and trapped in a room where it cannot get out to you at all, it will migrate towards the northeast corner of the room.
Wolves will jump around on the corner, in an even time. This can be of use for compact redstone clocks without any/much wiring.
as soon as a spot is open to let the monster (zombie/wolf) out, it will go towards the spot and escape. You could use this to create traps where if somebody steps on a pressure plate, it will open a piston door to let the mobs after him.
I am really exited for the new AI and stuff coming out of the AI guy. I hope we'll see more like this improvement soon.
That's awesome! No more zombie randomly falling everywhere. I want to make a 3d maze now...
Suddenly zombies don't sound like pushovers anymore.
And Vechs maps are now inherently twice as hard.
I like the idea of similar pathfinding in every creature, but perhaps not creepers. If creepers pathed this cleanly they'd be arguably too dangerous. Then again, what's life without challenge?
~Douglas Adams
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
He will just stand there. They do TRY to avoid lava when pathing to you, but since there is utterly no path other than lava, they simply won't move.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/