Pathfinding Demystified
gabrielgambetta.com
gabrielgambetta.com
My take-away, from the last part:
The state represented by each search node doesn’t have to be limited to a position;
on the contrary, it can include an arbitrarly complex set of values. For example,
if turning 90 degrees takes the same time as walking from one square to the next,
the state of your character can be [position, heading]. Each node now represents
not only the position of the character, but also its heading; and the new edges
of the graph (implicit or explicit) reflect that.
Going back to the original 5x5 grid, the starting position of the search now may
be [A, East]. The adjacent nodes are now [B, East] and [A, South] - if you want
to reach F, you need to correct your heading first, so the path would be
[A, East], [A, South], [F, South].
First-person shooter? At least four dimensions: [X, Y, Z, Heading]. Maybe even
[X, Y, Z, Heading, Health, Ammo].In these classes, we had a problem to solve, and we had to solve it using different algorithms and in the end submit a report in wich we compared the result and efficiency of each. The ones that used heuristics, we had to implement about three different heuristics, analyze each and mix them up.
http://victor.hwanger.com/a-technical-peek-into-motion-plann...
[0] https://github.com/memononen/recastnavigation [1] http://digestingduck.blogspot.com/
Any ideas?
In our game we use a bounding ellipse to limit the A* traversal with the actors current position and the target position as the focal points.
If a pathfind fails, we still move towards the closest square that we found to the goal.
When the two points are far away from each other the ellipse is long and thin which causes the paths to be very direct. As the current position and target position get closer the ellipse turns in to more of a circle meaning that the pathfinder will discover more indirect routes should they be needed to get to the final goal.
So this means that entities will tend to move in direct paths when they are far away (even if they don't actually know if they will be able to complete the path yet) and then discover an actual route around blocking obsticals as they get closer.
Because long and thin ellipses tend to really constrain the number of nodes that will be considered, it works pretty well to speed up the A* searches.
They're a type of oracle that does exactly what you want: given a start and target position, the oracle returns the next step on the optimal path to the target. You can extract one step, a few steps or the entire path. Extracting a single step is very fast since it requires little more than a memory lookup. Needless to say this approach has significant advantages if you need to constantly replan your path.
if adjacent == goal_node:
return build_path(goal_node)
If you want to ensure the path is optimal, you'll have to wait until you 'expand' the goal node, as there might exist goal states in the open set with lower costs.Just in time, as I am tracking down some A* implementation issues on an old codebase I am trying to revive.
http://code.activestate.com/recipes/577457-a-star-shortest-p...
For those who prefer to read code...