1,776 questions
4
votes
1
answer
312
views
How to make Beam Stack Search optimal and complete
I was reading the paper Beam-Stack Search: Integrating Backtracking with Beam Search by Rong Zhou and Eric A. Hansen and I was attempting to implement it in Java (see PathFinding.java repository in ...
0
votes
0
answers
75
views
Weird Results in Robot Pathfinding Algorithm Testing Using MATLAB
Recently, I developed a MATLAB-based simulation to evaluate my robot pathfinding algorithm. The robots operate on a network of unidirectional tracks, where each robot computes a single path from its ...
1
vote
0
answers
110
views
Pathfinding in a 3D grid with max 1 obstacle per column
I need to pathfind an agent in a uniform 3D grid (Minecraft) of dimensions 160x128x160. The agent can move freely (flying, no gravity). What's unique about this problem is that for each column in the ...
0
votes
1
answer
95
views
How to add own pathfinder in GitHub PathFinding.js repository?
I have forked PathFinding.js and have added the IDDFS pathfinder. (It is based on this Java implementation.)
I followed some arbitrary guidelines and made it visible in the visual/index.html, yet it ...
3
votes
1
answer
300
views
How to implement a recursive distance function for Hex game AI evaluation?
I'm working on a Hex game AI that uses the alpha-beta pruning algorithm, and as part of evaluating the board state.
More detailed information about this distance metric can be found in this paper (see ...
0
votes
1
answer
99
views
Pathfinding with OSMNX with Python not working
I've been trying to create an app that uses driving navigation, but when trying to find how to get from one point to another (defined with latitude and longitude) using osmnx pathfinding, it looks ...
1
vote
1
answer
47
views
Meaning of "visited" nodes in Anytime Dynamic A*
I am working on an implementation of the Anytime Dynamic A* algorithm as described here. I am ~50% of the way through an initial, basic implementation but am stuck at the following line:
In the ...
0
votes
1
answer
84
views
Pathfinding Issue in Unity 2D Grid-Based Game: Target Occupies Multiple Tiles
I'm developing my own pathfinding algorithm for a 2D grid-based game in Unity 2D, and I've run into an issue affecting how enemies navigate toward their target.
Problem
Currently, when an enemy ...
3
votes
1
answer
100
views
A* algorithm problem when it comes to go through one way diagonal
I'm trying to make path finder, but I can't fix it to work both at the same time:
not cutting corners
going diagonal when it's the only way to go or it's necessary
My current code is:
def heuristic(...
5
votes
1
answer
89
views
Can bi-directional breadth-first search be used to enumerate ALL shortest paths between two specific nodes in an unweighted directed (acyclic?) graph?
It is alleged that the standard BFS can be extended to output all possible shortest paths between two given vertices in a directed unweighted graph (without loops? it does not seem to matter whether ...
0
votes
2
answers
67
views
How to make turtles follow a path at different speeds in Netlogo?
I am modeling people commuting using different transportation methods: walking, biking, and driving. I use nw:path-to to find the shortest path between their home and work and then move them along the ...
3
votes
1
answer
99
views
Path finding algorithm combining Field D* and Anytime D*
I am looking for a pathfinding algorithm that has a few properties:
Speed is very necessary, and once a goal is selected a suboptimal path needs to be made quickly, and then can be improved upon ...
2
votes
1
answer
152
views
Graph traversal algorithm using shapely geometry points
I am trying to create a path planning algorithm for a robotic mower to cut all the grass in a defined area while avoiding obstacles or restricted areas. I am using the Python Shapely library to define ...
7
votes
1
answer
86
views
Adding bot turn costs to A* search in pathfinding within a grid
I have an NxM grid of square cells. traversal can only happen in North, South, East and West directions in the cells. Some of the cells are blocked and cannot be traversed.
A bot is given a start and ...
1
vote
1
answer
55
views
How to manage monster collision range during calculating path by A* algorithm?
Pathfinder by A* algorithm working fine, the smoothing path algorithm is working excellent too.
The problem is: pathfinder grid is not equal to monster hitbox (collision range), the grid size and ...
-1
votes
1
answer
37
views
How do I change file pathing after installation?
I am taking a course on react and after installing the dependancies, one of the first tasks is to run npm start. However I think i'm running into a pathing issue, but am unaware of how to fix it.
...
2
votes
1
answer
116
views
networkx finding shortest path in edge label order
I work for an airport, and my task is to calculate the taxiing routes for airplanes on taxiways, ensuring they follow the prescribed road sequence. Here, I'll give an example and would like to ask if ...
-4
votes
1
answer
65
views
Recursion Inconsistency in Javascript [closed]
I have written some short recursive code to try to find the minimal path sum through a 2D array in Javascript, only moving right or down from top-left to bottom-right. The code seems good to me, but ...
2
votes
1
answer
121
views
Finding the Optimal Path in a Graph from Start to End with Necessary and Optional Waypoints Under a Cost Constraint [closed]
I am working on a problem involving pathfinding in a weighted graph where I need to travel from a start node to an end node while considering a mix of necessary and optional waypoint nodes. The key ...
0
votes
1
answer
76
views
How to make obstacle avoidance in a 2.5d Unity game?
I am making a 2.5d game in Unity. The ground on the Scene is made with a Rectangular Tilemap. The ground itself is on the same level in Z. There are elevations that are implemented using OrderInLayer ...
2
votes
1
answer
140
views
Maximum points a round trip can get in a 2D grid
I am developing a snake-like game that involving solving the following problem:
Given an m*n 2D grid, some of the locations are one while other locations are zero. The snake starts at (0,0) and will ...
0
votes
1
answer
92
views
Godot4.3 NavigationServer2D get path based on obstacles
I just want to define obstacles and then get the desired path, but my simple code does not seem to work. It keeps printing an empty path [] every frame.
extends Node2D
var map: RID
var region: RID
...
0
votes
1
answer
39
views
Navmesh pro objects can't go through 1x1 spaces
In Unity 2D, I am using NavMesh Pro to add pathfinding to my enemies, but now matter how much I experimented with the inspector I couldn't get the enemies to go through 2 blocks that are 1 tile apart. ...
2
votes
2
answers
133
views
Having an issue implementing A* pathfinding
I am trying to add pathfinding into a game that I am creating and have tried to use the A* pathfinding algorithm. It kind of works as it does eventually find a route however it can take a very long ...
0
votes
0
answers
51
views
What model can I use to get a dynamic path from one point to another as an output?
I am working on a drone and want to make it autonomous. As a first step, I decided to make a PyTorch algorithm that can output a path from one point to another. To do that, two random points are ...
2
votes
4
answers
105
views
Find the smallest polygon with a certain edge on a 2d dijkstra graph
Sorry for bad English.
It's somehow called Minimal Cycle Basis of graph algorithm.
I'm currently working on some algorithm to seperate a graph into rooms. Like the example.
I have a graph link like ...
1
vote
0
answers
47
views
Fitting circles on each end of a prolong region on binary masks to find a path for extrusion
I work on a program to find path for an extruder to fill prolonged regions, represented as white regions on 2D binary masks (mask size 1280x720 px). On a mask, there is always a single region. The ...
5
votes
3
answers
611
views
How to find all simple paths of no more than k lengths starting at a vertex in a directed graph?
I am trying to find all simple paths up to a given length, and working on using BFS to solve this problem. However, I am not sure about the specific algorithm to use. It seems that BFS cannot easily ...
0
votes
1
answer
255
views
Best maze solving algorithm when the maze structure is known [duplicate]
I am interested in learning what the best algortihm for finding a way between two points in a grid, while there are walls present, which makes it a maze. Once the maze has been scanned once, and we ...
1
vote
2
answers
217
views
Optimal map printing algorithm
I do the occasional long distance hike and often require printing 10+ A3 maps.
I'm trying to find an algorithmic solution to the manual process of printing off multiple maps of a route.
The manual ...
2
votes
0
answers
150
views
Are there effective any-angle pathfinding algorithms for infinite weighted grids?
I am developing a game that involves pathfinding on terrain where different surfaces have different movement costs (e.g., snow, mud, etc.). I need an any-angle pathfinding algorithm that works ...
1
vote
1
answer
162
views
What is the correct algorithm to group GPS coordinates in an optimal way? [closed]
I need an algorithm to group the closest GPS coordinates.
I am currently using OSRM to manage that for me, but due to its limitations (100 items per request), I'm going to have to make my own local ...
0
votes
0
answers
58
views
Ensure basic A star pathfinding is creating a linked path in C#
I have a function for A star pathfinding that does not allow diagonal movement where I have penalties for changing direction (F score increased). However, I have found that the resulting path is not ...
1
vote
1
answer
78
views
Find the shortest path from a word to another
Imagine you want to find one among the shortest path between two words of the same length.
Every step of the path is the change of a character.
The new word must be in the dictionary.txt file used.
An ...
0
votes
1
answer
92
views
Linear algebra applications in graph and tree search algorithms
How is linear algebra used within A* pathfinding algorithms?
I know that a graph can be
expressed as a matrix of the weights of the edges and a vector of the optimistic cost of the nodes. However I'm ...
-1
votes
1
answer
114
views
Using a* algorithm without having distances [closed]
I have a list of nodes and all of their neighboring nodes. I am trying to get from node X to node Y in the shortest path using A*.
What heuristic should I use?
1
vote
0
answers
268
views
Unity NavMesh.CalculatePath creates a path that jumps around when moving an obstacle
I am working on a tower defense deck building game, there is a path that leads the enemies from their point of origin to their target, I have a line renderer that shows it on the NavMeshSurface, when ...
0
votes
1
answer
61
views
I'm trying to manage a list of coordinates for a pathfinding script in a ordered way
What i'm trying to do is cut out all of the unecessary indexes of the a list of points used during pathfinding and also put the used points in order.
In the simulator I am running, creatures will only ...
1
vote
0
answers
77
views
Matlab's genetic algorithm ignores obstacle when pathfinding in 2D space
I'm playing with Matlab's Global Optimization Toolbox and learning about genetic algorithms. My goal is to implement an algorithm that can navigate in 2D space, searching for the shortest path from a ...
-1
votes
1
answer
82
views
Is there an algorithm for turning a pixelated path into a set of vectors and curves?
I have made a pathfinding program for my robotics team, and it uses Dijkstra's Algorithm (will change to A* eventually) to get the fastest path between two points. It outputs a list of points in the ...
1
vote
0
answers
118
views
Unity Nav Mesh Agent Local Avoidance
I'm trying to make a RTS game with Unity, trying out the nav mesh agent. Basically when an agent calculates it's path, it does not consider other agents so if they want to reach the same destination ...
2
votes
1
answer
52
views
How to plan several shape in a graph?
This is kind of a algorithm problem.
Here is a map that is a bounded rectangular multiconnected region sized m*n, Due to different terrain factors within the map, each grid has a different cost. Cost ...
-1
votes
2
answers
559
views
how to make enemies chasing the player by using finding path algorithm in C++?
I'm doing a game using SDL2 and C++. My problem is I'm trying to use finding path algorithm (A*) to create an enemies that chases the player. My idea is to get the update of every moment and rect of ...
2
votes
0
answers
110
views
3D spider pathfinding
I've stumbled on a difficult problem..
I have created procedurally animated spider-like creature, and I need to bring him to life with path finding.
Issue is that it has some very specific ...
1
vote
0
answers
211
views
a-star algorithm visualisation
I'm trying to display the path found by the astar algorithm on a map using OSMnx, but I'm having a lot of issues displaying the nodes, edges & path on the graph. I'm pretty new to coding, I took a ...
1
vote
0
answers
71
views
Is there a function in R that can handle a pathfinding algorithm with an objective value and constraints?
I have done all my coding in RStudio, but I am more than willing to try any other coding language that may be better suited for this issue.
I have a dataset which contains the latitude and longitude ...
2
votes
1
answer
507
views
Simplify 2D map to optimize pathfinding
I'm working on a personal project that requires solving the well-known shortest-path problem.
I have 256x256 tiles maps like the following:
Example map
I'm only interested in white (walkable) areas. ...
-1
votes
1
answer
58
views
Printing co-ordinates [duplicate]
I have the code below but the output doesn't give me co-ordinates, just [<GridNode(0:0 0x106fdadb0)> as an example, not (0,0). How do I just print co-ordinates?
from pathfinding.core.grid import ...
4
votes
2
answers
169
views
Finding paths covering all edges in complete digraphs
I'm writing a test suite for a state machine where every state is reachable from every other state except itself by exactly one step, so the state graph of the system is a complete digraph. I'd like ...
1
vote
0
answers
56
views
Algorithm to create path to highest value cell/vertice?
I am try to find an algorithm I can implement to automate a game I found in GitHub. Feel free to read it or test it out on your local machine as well to better understand the mechanics in case I fall ...