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4
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1
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313
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How to make Beam Stack Search optimal and complete
I was reading the paper Beam-Stack Search: Integrating Backtracking with Beam Search by Rong Zhou and Eric A. Hansen and I was attempting to implement it in Java (see PathFinding.java repository in ...
0
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0
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76
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Weird Results in Robot Pathfinding Algorithm Testing Using MATLAB
Recently, I developed a MATLAB-based simulation to evaluate my robot pathfinding algorithm. The robots operate on a network of unidirectional tracks, where each robot computes a single path from its ...
1
vote
0
answers
114
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Pathfinding in a 3D grid with max 1 obstacle per column
I need to pathfind an agent in a uniform 3D grid (Minecraft) of dimensions 160x128x160. The agent can move freely (flying, no gravity). What's unique about this problem is that for each column in the ...
0
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1
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96
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How to add own pathfinder in GitHub PathFinding.js repository?
I have forked PathFinding.js and have added the IDDFS pathfinder. (It is based on this Java implementation.)
I followed some arbitrary guidelines and made it visible in the visual/index.html, yet it ...
3
votes
1
answer
300
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How to implement a recursive distance function for Hex game AI evaluation?
I'm working on a Hex game AI that uses the alpha-beta pruning algorithm, and as part of evaluating the board state.
More detailed information about this distance metric can be found in this paper (see ...
0
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1
answer
101
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Pathfinding with OSMNX with Python not working
I've been trying to create an app that uses driving navigation, but when trying to find how to get from one point to another (defined with latitude and longitude) using osmnx pathfinding, it looks ...
1
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1
answer
47
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Meaning of "visited" nodes in Anytime Dynamic A*
I am working on an implementation of the Anytime Dynamic A* algorithm as described here. I am ~50% of the way through an initial, basic implementation but am stuck at the following line:
In the ...
0
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1
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84
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Pathfinding Issue in Unity 2D Grid-Based Game: Target Occupies Multiple Tiles
I'm developing my own pathfinding algorithm for a 2D grid-based game in Unity 2D, and I've run into an issue affecting how enemies navigate toward their target.
Problem
Currently, when an enemy ...
3
votes
1
answer
105
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A* algorithm problem when it comes to go through one way diagonal
I'm trying to make path finder, but I can't fix it to work both at the same time:
not cutting corners
going diagonal when it's the only way to go or it's necessary
My current code is:
def heuristic(...
5
votes
1
answer
91
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Can bi-directional breadth-first search be used to enumerate ALL shortest paths between two specific nodes in an unweighted directed (acyclic?) graph?
It is alleged that the standard BFS can be extended to output all possible shortest paths between two given vertices in a directed unweighted graph (without loops? it does not seem to matter whether ...
0
votes
2
answers
70
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How to make turtles follow a path at different speeds in Netlogo?
I am modeling people commuting using different transportation methods: walking, biking, and driving. I use nw:path-to to find the shortest path between their home and work and then move them along the ...
3
votes
1
answer
99
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Path finding algorithm combining Field D* and Anytime D*
I am looking for a pathfinding algorithm that has a few properties:
Speed is very necessary, and once a goal is selected a suboptimal path needs to be made quickly, and then can be improved upon ...
2
votes
1
answer
155
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Graph traversal algorithm using shapely geometry points
I am trying to create a path planning algorithm for a robotic mower to cut all the grass in a defined area while avoiding obstacles or restricted areas. I am using the Python Shapely library to define ...
7
votes
1
answer
87
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Adding bot turn costs to A* search in pathfinding within a grid
I have an NxM grid of square cells. traversal can only happen in North, South, East and West directions in the cells. Some of the cells are blocked and cannot be traversed.
A bot is given a start and ...
1
vote
1
answer
56
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How to manage monster collision range during calculating path by A* algorithm?
Pathfinder by A* algorithm working fine, the smoothing path algorithm is working excellent too.
The problem is: pathfinder grid is not equal to monster hitbox (collision range), the grid size and ...