Unofficial Offline Skilltree Calc (Delete the Data folder to update. Stop posting "update please" )

Do you know how to use A* Pathfinding? This tool could be used to create optimal paths given target node parameters... and given enough computation time, could actually find an optimal build :P
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zeto wrote:
Do you know how to use A* Pathfinding? This tool could be used to create optimal paths given target node parameters... and given enough computation time, could actually find an optimal build :P

A* finds the shortest path between two nodes, nothing more, nothing less. (Well, technically, it also finds shortest path between the start node and some intermediate nodes)

BUT, it cannot find the optimal path between several nodes at once. And just connecting all shortest paths between your character start and the target nodes is in most cases not optimal. This problem is - like I said - the Steiner Tree Problem (connecting several nodes in a node network while using the minimum number of edges (here: points)), which is sadly NP hard and (most likely) cannot be solved efficiently.

And no, we have not enough computation time to brute force the solution, given that we have more than 1500 nodes.
Unofficial Offline Skilltree Tool by Headhorr and me:
http://www.pathofexile.com/forum/view-thread/19723

kenzen naru tamashii wa,
kenzen naru seishin to,
kenzen naru nikutai ni yadoru.
"
ArtificialMind wrote:
"
zeto wrote:
Do you know how to use A* Pathfinding? This tool could be used to create optimal paths given target node parameters... and given enough computation time, could actually find an optimal build :P

A* finds the shortest path between two nodes, nothing more, nothing less. (Well, technically, it also finds shortest path between the start node and some intermediate nodes)

BUT, it cannot find the optimal path between several nodes at once. And just connecting all shortest paths between your character start and the target nodes is in most cases not optimal. This problem is - like I said - the Steiner Tree Problem (connecting several nodes in a node network while using the minimum number of edges (here: points)), which is sadly NP hard and (most likely) cannot be solved efficiently.

And no, we have not enough computation time to brute force the solution, given that we have more than 1500 nodes.


That is true...

I think that due to the way that the tree is structured, with large branching trunks with many branches terminating instead of being alternatives, with most alternatives being XOR choices, a solution could be performed due to simplification of the tree due to initial state.
If you have account problems please [url="http://www.pathofexile.com/support"]Email Support[/url]
"
zeto wrote:
I think that due to the way that the tree is structured, with large branching trunks with many branches terminating instead of being alternatives, with most alternatives being XOR choices, a solution could be performed due to simplification of the tree due to initial state.

Yeah I think that could be possible. Because your path is limited to not much more than 80 nodes and the tree is structured in the way you mentioned, I guess it would be possible to collapse the tree from a given starting position into a really small network where brute forcing is actually viable.

On the other hand, manual reallocation and testing of alternatives is easier ;)
Unofficial Offline Skilltree Tool by Headhorr and me:
http://www.pathofexile.com/forum/view-thread/19723

kenzen naru tamashii wa,
kenzen naru seishin to,
kenzen naru nikutai ni yadoru.
This is a nice tool, thanks for putting in so much work on it.

I can't get the Load Items to work though. It tells me to do the download bit whilst logged in with my character name and save it as get-items.

I can do all of that OK but then when I try Load Items again I get the error "Your ItemData is invalid"

Any ideas?

TIA...
yeah, i posted it before.
The item loading is broken right now because GGG changed the tooltips of the inventory. Now they need java script.

Right now i don't have enough time on my hands to work around it, but i'll see to work on it after the 15th.
lol
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Coldet wrote:
Hi Headhorr

I haven't read all the posts here so my suggestion may already have been covered and if that be the case I apologise for the re.

I was messing around with your app a little this evening.

What would really be cool is if we could activate the "Key" elements we would like to include then have the application calculate the shortest route to include ALL those key items.


Nice application - great effort

Thank You


I agree with this post :)

whould love to be able to select "high priority passives" and then have the program find the shortest paths.

i whould also want to be able to "blacklist" passives that i dont want, so that when calculating the "shortest" path it will not take these "blacklisted" passives and take another route.

An example for a weapon elemental damage bow templar, he whould blacklist spell damage and melee damage, and put high priority on weapon elemental damage (Catalyze) and elemental damage (Celestial Walker / Elementalist) and the program could work out a path that avoids the melee and spelldamage passives.

if these things whould be possible it whould be awsome :)
And eventually i whould love to see all these features avaible ingame :D
Any chance for an update to this tool, for the recent patch?

It's really great work you've done here. A must for people who experiment with stats and classes.
"That's how you die properly, Sailor Boy.."

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