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Backtracking and highly inefficient map navigation

nightwish218

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After the few recent updates I have run a large number of greater rifts and observed that the bot is making all the wrong choices when navigating the map. For instance, when the bot is going in an unexplored part of the map it will suddenly abandon it then go to the furthest point of the map which may or may not be explored instead of going to the nearest unexplored part of the map. Furthermore, the bot doesn't seem to recognize parts of the map which it has visited and have been cleared completely. Another recent example, in a greater rift the bot backtracked from point A to the entrance of the grift then went back to point A. It had explored the entire map between point A and the entrance so it doesn't make any sense for it to go there.
After the last few update my exp/hour is only 50-60% of what it used to be. Grifts which were being cleared in 4 minutes, now take 6-9 regularly.

In short:

  • Bot should explore the nearest unexplored region of the map instead of the furthest.
  • Bot should be able to correctly remember the parts of the map which it has visited and try not to visit them again.
 
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my grift time:
[Adventurer][Rift] All done. (Total Time: 3 mins 46 seconds)

no changes for me since last updates...the only big prob in the exploration for bounties, using adventurer and bot explorer time to time the whole map before enter a dungeon for bounty :o
 
Unfortunately its been under performing very consistently now. What are the settings you use for trinity and whats your class?
 
After the few recent updates I have run a large number of greater rifts and observed that the bot is making all the wrong choices when navigating the map. For instance, when the bot is going in an unexplored part of the map it will suddenly abandon it then go to the furthest point of the map which may or may not be explored instead of going to the nearest unexplored part of the map. Furthermore, the bot doesn't seem to recognize parts of the map which it has visited and have been cleared completely. Another recent example, in a greater rift the bot backtracked from point A to the entrance of the grift then went back to point A. It had explored the entire map between point A and the entrance so it doesn't make any sense for it to go there.
After the last few update my exp/hour is only 50-60% of what it used to be. Grifts which were being cleared in 4 minutes, now take 6-9 regularly.

In short:

  • Bot should explore the nearest unexplored region of the map instead of the furthest.
  • Bot should be able to correctly remember the parts of the map which it has visited and try not to visit them again.

Could you pls attach your log file, ty.

http://www.thebuddyforum.com/honorb...-how-attach-your-hb-db-log-file-pictures.html
 
Thanks, I'll look into it, shouldn't happen often, it's a price we pay for faster exploration, still improving the exploration.
 
Ive been having this same problem, so many times when im in a group the bot runs me back and even if i stop it and restart it, it keeps happening...not sure what to do and its getting really annoying now
 
Having the same issue occasionally. This message sometimes pops up in the log when it backtracks:

15:15:36.135 INFO Logger [Adventurer][ExplorationLogic] Couldn't find any unvisited nodes. Current AdvDia.LevelAreaId: 60757, ZetaDia.CurrentLevelAreaId: 60757, Total Nodes: 21 Unvisited Nodes: 0 Searching In [210451, 60757]

Attached a log with a few of those for reference.

View attachment Log.zip

At one point that this happened, I used the "Toggle Map UI" option and looked at the map. From what I could tell, the issue arose when it got to a turning point where the next segment hadn't loaded in yet. It visited all the nodes in that segment, but didn't get close enough to the edge to load the next segment, so it didn't "see" the new nodes to visit. It went back to the very start of the map, and then eventually wandered back to that section, which caused it to load the new segment and continue.

This was in a long, straight rift map, which means it had already (incidentally) explored all the other nodes. However, in maps with more pathways, this might be the cause of significant backtracking - if it doesn't load the next segment and thinks it's hit a dead end (because it didn't get close enough to load the next one), it may backtrack significantly because it hasn't explored a single node ages back, even though it's clearly a dead end.

Is there any way for the bot to detect when nodes are close enough to a segment edge to get closer to the edge nodes, to ensure it loads in new map segments? Maybe nodes that go right to the edge of a segment should be marked and handled differently? I'm just spitballing, though, not trying to tell you how to do things. :p
 
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