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What will be in HB (V2)

Brute force is often times the worst solution, it's runtime is exponential O(c^n) which is inefficient. There are plenty of generic algorithms available publicly, for doing searches for instances you have merge sort O(n log n) or quick sort O(n log n) (but, can be faster by some multiple). I am sure you could implement some efficient algorithm although, when your dealing with graphs (which I am assuming) finding shortest paths can be difficult :P but, certainly better than brute force for instance Floyd algorithm for shortest path is average O(|v|^3) v= vertices.

He was joking ;)
 
He was joking ;)
No I wasn't. Bruteforcing this is very fast because you don't have to run very many tests.

Brute force is often times the worst solution, it's runtime is exponential O(c^n) which is inefficient. There are plenty of generic algorithms available publicly, for doing searches for instances you have merge sort O(n log n) or quick sort O(n log n) (but, can be faster by some multiple). I am sure you could implement some efficient algorithm although, when your dealing with graphs (which I am assuming) finding shortest paths can be difficult :P but, certainly better than brute force for instance Floyd algorithm for shortest path is average O(|v|^3) v= vertices.
I know it is. And no one in his/her right mind would use bruteforce for path generation since there are so many public algorithms available (A*, Dijkstra, D* etc.). Also, I was talking about the math required to do geometry analyzation to find sniper points and other POI's in the near terrain. This can generally be bruteforced in very few attempts (~36 raycasts? One for every 10 degrees).
 
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Brute force is often times the worst solution, it's runtime is exponential O(c^n) which is inefficient. There are plenty of generic algorithms available publicly, for doing searches for instances you have merge sort O(n log n) or quick sort O(n log n) (but, can be faster by some multiple). I am sure you could implement some efficient algorithm although, when your dealing with graphs (which I am assuming) finding shortest paths can be difficult :P but, certainly better than brute force for instance Floyd algorithm for shortest path is average O(|v|^3) v= vertices.

Sorry..What?
 
Will it ever be possible to make a bot do instance runs fully automatically.

Example: Make a bot go into deadmines (Random instance) and clear it then walk out, reset, and do it again?
 
Will it ever be possible to make a bot do instance runs fully automatically.

Example: Make a bot go into deadmines (Random instance) and clear it then walk out, reset, and do it again?

sould be possible because there are lua commands for resetting the dungeons
 
Will it ever be possible to make a bot do instance runs fully automatically.

Example: Make a bot go into deadmines (Random instance) and clear it then walk out, reset, and do it again?

it will be possible but not in the near future
 
Will it ever be possible to make a bot do instance runs fully automatically.

Example: Make a bot go into deadmines (Random instance) and clear it then walk out, reset, and do it again?

Well I >>guess<< this will be a new feature after questing. The new nav-system gives us the needed background to get a perfect navigation, and as yetihunter sad: resetting is lua-able.
I think it's just a matter of time.
 
but not much longer right... it's been 19/04 in melbourne australia for like 17 and a half hours now :|
 
Any note of release date?

how did you miss seeing beata... 1... 2... 3... 4... 5... 6... 7... 8... 9... and 10... LOL!.. Take 1 second to check the release pages to check... ? beta 10 is the stable pve and pvp untill questing is released.. so it will be a while before an update.
 
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