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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. 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.

  4. Jump point search - Wikipedia

    en.wikipedia.org/wiki/Jump_point_search

    In computer science, jump point search (JPS) is an optimization to the A* search algorithm for uniform-cost grids. It reduces symmetries in the search procedure by means of graph pruning, [1] eliminating certain nodes in the grid based on assumptions that can be made about the current node's neighbors, as long as certain conditions relating to the grid are satisfied.

  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. 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 ...

  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. Nils John Nilsson - Wikipedia

    en.wikipedia.org/wiki/Nils_John_Nilsson

    In 1985, Nilsson became a faculty member at Stanford University, in the Computer Science Department. [3] He was chair of the department from 1985 to 1990. [ 3 ] He was the Kumagai Professor of Engineering from the foundation of the Chair in around 1991 [ 10 ] until his retirement, and remained Kumagai Professor Emeritus until his death.

  9. Quizlet - Wikipedia

    en.wikipedia.org/wiki/Quizlet

    Also in 2016, Quizlet launched "Quizlet Live", a real-time online matching game where teams compete to answer all 12 questions correctly without an incorrect answer along the way. [15] In 2017, Quizlet created a premium offering called "Quizlet Go" (later renamed "Quizlet Plus"), with additional features available for paid subscribers.