I was reading about dijkstra algorithm and A* star algorithm. I know that the difference is the heuristic used. But what is a heuristic and how this influence the algorithms? Heuristic is just an way
I\'ve successfully implemented A* pathfinding in C# but it is very slow, and I don\'t understand why. I even tried not sorting the openNodes list but it\'s still the same.
I took this data structure from this A* tutorial: public interface IHasNeighbours<N> { IEnumerable<N> Neighbours { get; }
I found this algorithm here. I have a problem, I cant seem to understand how to set up and pass my heuristic function.
How do you structure you graphs/nodes 开发者_JAVA技巧in a graph search class? I\'m basically creating a NavMesh and need to generate the nodes from 1 polygon to the other. The edge that joins both pol
I\'m currently using the A* pathfinding algorithm to calculate a path on an infinite grid (using an UnboundedGrid in Gridworld, the AP CS case study, if that helps anyone). Everything works wonderfull
I\'m trying to implementing A* from the pseudo code from wikipedia however I\'m getting some weird results.
I seem to be either losing my mind or misimplementing the A* algorithm: Below is my code, it seems that no matter what values I enter it will always return 360.Am I missing some critical piece of inf
I have implemented an A* search algorithm for finding a shortest path between two states. Algorithm uses a hash-map for storing best known distances for visited states. And one hash-map for storing c
I am trying to create a Pacman AI for the iPhone, not the Ghost AI, but Pacman himself. I am using A* for pathfinding and I have a very simple开发者_开发技巧 app up and running which calculates the sh