Search results
Results from the WOW.Com Content Network
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.
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.
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.
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.
[6] [7] [8] Quizlet's blog, written mostly by Andrew in the earlier days of the company, claims it had reached 50,000 registered users in 252 days online. [9] In the following two years, Quizlet reached its 1,000,000th registered user. [10] Until 2011, Quizlet shared staff and financial resources with the Collectors Weekly website. [11]
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)
A* or A star may refer to: A* search algorithm, a pathfinding algorithm used in computing; A*, the highest grade in some examination systems such as the GCE Advanced Level; A*STAR, the Singapore Agency for Science, Technology and Research; AStar, the Eurocopter AS350 Écureuil helicopter; Class A star, a star of spectral class A
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 ...