Possible Fixes for Pathing
I posted this in my Malzahar Voidling thread, but since it also applies to everyone I decided to make a new discussion about it.
Currently pathing is done in an instant basis, that is to say, the pathing program tries to determine a path at the instant it is assigned. If it finds that path is block which it reaches that node, it tries to path around it. The problem arises when it tires to instant path again, only for there to be another block, which can cause a loop, bouncing back and forth.
Possible pathing idea fixes - One possible fix is expand the pathing program out slightly to near future. In this, the pathing program will try and guess the best path based on your movement speed and the movement speed and paths of other units and run again if it sees a collision. The problem with this will cause a jitter effect for the unit as it re-paths and uses more processing power.
Another possible fix is negotiation pathing. In this, minions with tell/broadcast nearby units within a specific range their path and location. This way the pet and Champion pathing programs have an accurate and up to date location of the minions and where they will be in the near future so that can be taken into account. This should be more stable than near pathing, but will also take more processing power.
Finally, you could separate the minion's path nodes to a different layer from the normal path nodes for the other units in the game. You can then proceed to and make sure they don't completely overlap so Champions/pets and minions never travel on the exact same path nodes so they have less chance to collide.
If you have any other ideas on how to solve or reduce the pathing problem, please post it. The more ideas we can give Riot, the more likely they will find one that can fit into the engine.