Let\'s say I have this 2D Array map { 0,0,0,0,7,1,1,1,1,1,1,1,1 }, { 0,7,7,7,7,1,1,1,24,1,1,1,1 }, { 0,7,24,24,24,24,24,24,24,1,1,3,1 },
I have the ability to calculate the best route between a start and end point using A*. Right now, I am including waypoints between my start and end points by applying A* to the pairs in all permutatio
I am working on a project with a robot that has to find its w开发者_JAVA技巧ay to an object and avoid some obstacles when going to that object it has to pick up.
This is my grid of nodes: I\'m moving an object around on it using the A* pathfinding algorithm. It generally works OK, but it sometimes acts wrongly:
i want to ask if there is any way to generate the shortest path from node A to node B without generating the shortest paths to all the other nodes (stop when node B is in the examined set)
If a game map is partitioned into subgraphs, how to minimize edges between subgraphs? I have a problem, Im tr开发者_开发百科ying to make A* searches through a grid based game like pacman or sokoban,
For the cl开发者_Go百科assic water jugs search problem, even for more than three jugs, which are some admissible functions that can be used for the A* search algorithm?
I traverse a 16x16 maze using my own A* i开发者_如何学编程mplementation. All is well. However, after the traversal, I would like to find out what wall would give me the best alternative path. Apart f
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I\'ve just come to the end of a large development project. We were on a tight timeline, so a lot o开发者_StackOverflowf optimization was \"deferred\". Now that we met our deadline, we\'re going back a