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/maho/ - Magical Circuitboards

Advanced technology is indistinguishable from magic

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 No.330>>351

An old example of How computers find out how to go from point A to point B in a map with obstacles.
The A* algorithm is an optimization which ignores certain situations unless required

 No.351>>358

>>330
Here's a classic valve paper that combines A* with source engine's navmesh system and a method to smooth the jagged path: https://steamcdn-a.akamaihd.net/apps/valve/2009/ai_systems_of_l4d_mike_booth.pdf
If you look at the navmesh, there's actually not very many nodes in comparison to the grid in that youtube video. :>

 No.353>>374

File:Screenshot_20240624_234316.png (133.61 KB,1282x459)

I remember this site was a pretty useful resource when I was implementing A* for the first time:

https://www.redblobgames.com/pathfinding/a-star/introduction.html

 No.358

>>351
Well, more presentation slides than paper

 No.374

>>353
Djirska a shit

 No.384>>1232

File:7d5f2bf14c2dc26e9ce63d7876….jpg (306.22 KB,1394x1500)

While A* is one of the fastest algorithms to find a path from A to B, it doesn't guarantee that it is the shortest path. Dijkstra on the other hand guarantees the shortest path, but takes much more time to find it.

 No.1232

>>384
This isn't true, the path found by A* is guaranteed to be optimal so long as the heuristic used is "admissible", meaning it never in any case over-estimates the distance to the goal. In practice, in-admissible heuristics are often used as they produce good-enough paths faster than using the equivalent admissible heuristic.




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