Fallout & PiJohn
Fallout Fallout
Hey PiJohn, I’ve been trying to map out the most efficient scavenging routes in the wasteland. Want to help me crunch the numbers and see which paths give the best chance of getting supplies while staying safe?
PiJohn PiJohn
Sure thing, let’s treat the wasteland like a graph: each safe zone is a node, each passable route is an edge, and we assign weights that combine distance, hazard level and supply density. First we build a weighted adjacency matrix, then run Dijkstra’s algorithm to find the shortest path to the most valuable nodes. If we add a probability factor for supplies on each edge, we can turn it into a Markov decision process and compute the expected reward for each route. Just feed me the coordinates and risk scores and I’ll crunch the numbers for you.
Fallout Fallout
Nice plan. Just send over the grid data and I’ll throw my old mapmaker’s logic at it. The wasteland doesn’t care about algorithms, but a good route can save your bacon.
PiJohn PiJohn
Give me a list of the nodes, their coordinates, the hazard rating for each corridor, and the supply score you expect to find. Then I can put it into a weighted graph and run the optimization. If you prefer a spreadsheet, just send the rows and I’ll convert them for you.
Fallout Fallout
Nodes: A (12, 45) B (18, 47) C (25, 42) D (30, 53) E (15, 60) Corridors (nodeA – nodeB, hazard rating 1‑10, expected supply 0‑100): A – B : 3, 70 A – C : 5, 55 B – D : 4, 60 C – D : 2, 80 C – E : 6, 40 D – E : 3, 75
PiJohn PiJohn
Got it. I’ll treat each corridor weight as a combination of distance, hazard and supply. I’ll compute a “risk‑adjusted reward” for each edge, then run Dijkstra to find the path from A to E that maximizes expected supplies while minimizing total risk. Give me the start and end points you care about, and I’ll spit out the optimal route.
Fallout Fallout
Start: A, End: E.