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Re: Implementing the Dijkstra Algorithm

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FYI - Clicking through one of the external links given on wikipedia's A* page, I found the following information about A* variations, including the aforementioned D*:
http://theory.stanford.edu/~amitp/GameProgramming/Variations.html#S6
There are also some links there to related papers, and if I remember correctly, the same paper I mentioned in my previous response is linked to here (it's in postscript format, if you don't have a PS viewer you might want to do a google search for ghostview). Have a look if you're interested.
Greets,
Mark
From: "Mark Meijer" <meijer78@hotmail.com>
Reply-To: Lua list <lua@bazar2.conectiva.com.br>
To: lua@bazar2.conectiva.com.br
Subject: Re: Implementing the Dijkstra Algorithm
Date: 2005年11月23日 11:03:13 +0000
On a side note, as also suggested on that wikipedia page, and depending on what exactly you are using the algorithm for, you might want to consider using the A* algorithm instead. Or perhaps another variant dubbed the D* algorithm, where the shortest path found can be dynamically updated "en-route" in real-time (i.e. while actually travelling) as circumstances might change over time. I found a research paper about this once, I could email it to you if you like, just let me know. The algorithm was designed to be implemented on robots for navigation, and I'm sure it could be useful for other applications as well, such as games and simulations.

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