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  2. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    An example of an A* algorithm in action where nodes are cities connected with roads and h(x) is the straight-line distance to the target point: Key: green: start; blue: goal; orange: visited The A* algorithm has real-world applications.

  3. Any-angle path planning - Wikipedia

    en.wikipedia.org/wiki/Any-angle_path_planning

    So far, five main any-angle path planning algorithms that are based on the heuristic search algorithm A* [3] have been developed, all of which propagate information along grid edges: Field D* [ 4 ] [ 5 ] (FD* [ 6 ] ) and 3D Field D* [ 7 ] [ 8 ] - Dynamic pathfinding algorithms based on D* that use interpolation during each vertex expansion and ...

  4. Pathfinding - Wikipedia

    en.wikipedia.org/wiki/Pathfinding

    A common example of a graph-based pathfinding algorithm is Dijkstra's algorithm. [3] This algorithm begins with a start node and an "open set" of candidate nodes. At each step, the node in the open set with the lowest distance from the start is examined.

  5. Dijkstra's algorithm - Wikipedia

    en.wikipedia.org/wiki/Dijkstra's_algorithm

    Dijkstra's algorithm (/ ˈ d aɪ k s t r ə z / DYKE-strəz) is an algorithm for finding the shortest paths between nodes in a weighted graph, which may represent, for example, a road network. It was conceived by computer scientist Edsger W. Dijkstra in 1956 and published three years later.

  6. Lifelong Planning A* - Wikipedia

    en.wikipedia.org/wiki/Lifelong_Planning_A*

    LPA* maintains two estimates of the start distance g*(n) for each node: . g(n), the previously calculated g-value (start distance) as in A*; rhs(n), a lookahead value based on the g-values of the node's predecessors (the minimum of all g(n' ) + d(n' , n), where n' is a predecessor of n and d(x, y) is the cost of the edge connecting x and y)

  7. Shortest path problem - Wikipedia

    en.wikipedia.org/wiki/Shortest_path_problem

    Shortest path (A, C, E, D, F), blue, between vertices A and F in the weighted directed graph. In graph theory, the shortest path problem is the problem of finding a path between two vertices (or nodes) in a graph such that the sum of the weights of its constituent edges is minimized.

  8. Multi-agent pathfinding - Wikipedia

    en.wikipedia.org/wiki/Multi-agent_pathfinding

    The algorithm is composed by two levels and relies on the assumption that a valid solution for the MAPF problem is composed by a set of solutions for the single agents. Conflict-Based Search: [ 12 ] this algorithm computes paths as when solving single-agent pathfinding problems, and then it adds constraints in an incremental way in order to ...

  9. Consistent heuristic - Wikipedia

    en.wikipedia.org/wiki/Consistent_heuristic

    In the A* search algorithm, using a consistent heuristic means that once a node is expanded, the cost by which it was reached is the lowest possible, under the same conditions that Dijkstra's algorithm requires in solving the shortest path problem (no negative cost edges).