Show HN: A new A.I. Algorithm for Polygonal Mesh Mazes
petercottle.com
petercottle.com
https://github.com/pcottle/LiquidGraph
Along with the emotional roller-coaster of commit messages. The source is pretty well commented and filled with ASCII diagrams so I tried to make it digestible.
The actual AI algorithm is a standard uniform cost search, but the state exploration function is where the new work is found. I sent out different gravity transitions from each concave vertex to find where you can get to from each state. All the paths you see are parametric equations as well, so there's no error-prone Euler integration used!
Edit: Also, the class lecture videos from this semester are here:
http://itunes.apple.com/us/itunes-u/computer-science-188-001...
if you would like an introduction to AI. It's a great class, I highly recommend it!
I haven't heard of kinodynamic planning, I'll definitely look into that! I've done some basic particle filtering and inverse kinematics, but it seems that this might be exactly what we are looking for in terms of future work. Thanks again
Why not also use -moz-transform? Is there anything lacking from -moz-transform that would make it not work?
Originally I was developing this on an old beat-up computer in my research lab (grad student life), so even an updated FF couldn't handle rotate3d. It seems to be working on my home computer though. Thanks for pointing that out! I try to not be browser-elitist.
Future work in the algorithm is going to look at rotating the piece at any arbitrary point in time (to any arbitrary angle). At first this seems like a combinatorial explosion of the search space but we have some ideas on how to make it manageable. so maybe one day that part can be drained as well!
Web standards are so great that everyone has their own.
Another fun thing is to watch it find the worst acyclic solution... it's pretty entertaining to see how roundabout the path can be:
petercottle.com/liquidGraph/worst.html?demo