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  2. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    A* (pronounced "A-star") is a graph traversal and pathfinding algorithm that is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. [1] Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from source to goal.

  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. Theta* - Wikipedia

    en.wikipedia.org/wiki/Theta*

    For the simplest version of Theta*, the main loop is much the same as that of A*. The only difference is the _ function. Compared to A*, the parent of a node in Theta* does not have to be a neighbor of the node as long as there is a line-of-sight between the two nodes.

  5. Pathfinding - Wikipedia

    en.wikipedia.org/wiki/Pathfinding

    It is a generalization of pathfinding. Many multi-agent pathfinding algorithms are generalized from A*, or based on reduction to other well studied problems such as integer linear programming. [11] However, such algorithms are typically incomplete; in other words, not proven to produce a solution within polynomial time.

  6. Anytime A* - Wikipedia

    en.wikipedia.org/wiki/Anytime_A*

    In computer science, anytime A* is a family of variants of the A* search algorithm.Like other anytime algorithms, it has a flexible time cost, can return a valid solution to a pathfinding or graph traversal problem even if it is interrupted before it ends, by generating a fast, non-optimal solution before progressively optimizing it.

  7. 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)

  8. Top five most searched-for recipes in 2024 - AOL

    www.aol.com/top-five-most-searched-recipes...

    Here's a look at the top five recipes Americans searched for on Google in 2024, with everything from muffins to mac and cheese to "dense bean salads."

  9. Multi-agent pathfinding - Wikipedia

    en.wikipedia.org/wiki/Multi-agent_pathfinding

    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 avoid collisions. Constraints programming : [ 13 ] with this kind of approach, MAPF problems are transformed into a set of constraints and then solved using specific ...