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4 votes
1 answer
312 views

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 ...
coderodde's user avatar
  • 967
0 votes
0 answers
75 views

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 ...
CangWangu's user avatar
  • 181
1 vote
0 answers
110 views

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 ...
Patrick Martin's user avatar
0 votes
1 answer
95 views

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 ...
coderodde's user avatar
  • 967
3 votes
1 answer
300 views

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 ...
GymGOne's user avatar
0 votes
1 answer
99 views

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 ...
user23160500's user avatar
1 vote
1 answer
47 views

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 ...
Elijah Crum's user avatar
0 votes
1 answer
84 views

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 ...
Lucas Duran's user avatar
3 votes
1 answer
100 views

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(...
Howcio's user avatar
  • 31
5 votes
1 answer
89 views

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 ...
user688486's user avatar
0 votes
2 answers
67 views

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 ...
viheleha's user avatar
3 votes
1 answer
99 views

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 ...
Elijah Crum's user avatar
2 votes
1 answer
152 views

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 ...
Tomasm64's user avatar
7 votes
1 answer
86 views

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 ...
Lucinda Rigetti's user avatar
1 vote
1 answer
55 views

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 ...
Michał Jakisam's user avatar
-1 votes
1 answer
37 views

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. ...
Potestas's user avatar
2 votes
1 answer
116 views

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 ...
Rabbids's user avatar
  • 176
-4 votes
1 answer
65 views

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 ...
DrQuarius's user avatar
2 votes
1 answer
121 views

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 ...
user7549095's user avatar
0 votes
1 answer
76 views

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 ...
Nikita Khustochka's user avatar
2 votes
1 answer
140 views

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 ...
eigenless's user avatar
0 votes
1 answer
92 views

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 ...
Riki137's user avatar
  • 2,611
0 votes
1 answer
39 views

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. ...
MarcosT's user avatar
2 votes
2 answers
133 views

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 ...
J1es's user avatar
  • 23
0 votes
0 answers
51 views

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 ...
Ruslan Abdulin's user avatar
2 votes
4 answers
105 views

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 ...
Blastom's user avatar
  • 31
1 vote
0 answers
47 views

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 ...
mephiengineer's user avatar
5 votes
3 answers
611 views

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 ...
ivygrowing's user avatar
0 votes
1 answer
255 views

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 ...
Sumsar's user avatar
  • 21
1 vote
2 answers
217 views

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 ...
User34's user avatar
  • 47
2 votes
0 answers
150 views

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 ...
josima's user avatar
  • 21
1 vote
1 answer
162 views

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 ...
eestein's user avatar
  • 5,134
0 votes
0 answers
58 views

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 ...
user25197772's user avatar
1 vote
1 answer
78 views

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 ...
frex713's user avatar
  • 11
0 votes
1 answer
92 views

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 ...
diaeros's user avatar
  • 29
-1 votes
1 answer
114 views

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?
Gil Kor's user avatar
  • 360
1 vote
0 answers
268 views

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 ...
Omer B's user avatar
  • 11
0 votes
1 answer
61 views

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 ...
Normal's user avatar
  • 15
1 vote
0 answers
77 views

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 ...
Tsidia's user avatar
  • 13
-1 votes
1 answer
82 views

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 ...
Kewpor's user avatar
  • 11
1 vote
0 answers
118 views

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 ...
TazDingo's user avatar
2 votes
1 answer
52 views

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 ...
Sword fish's user avatar
-1 votes
2 answers
559 views

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 ...
Tùng Quang's user avatar
2 votes
0 answers
110 views

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 ...
PHOENIX33201's user avatar
1 vote
0 answers
211 views

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 ...
niko's user avatar
  • 11
1 vote
0 answers
71 views

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 ...
Caleb Axlund's user avatar
2 votes
1 answer
507 views

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. ...
averysimpleman's user avatar
-1 votes
1 answer
58 views

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 ...
Jonathan's user avatar
4 votes
2 answers
169 views

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 ...
rafl's user avatar
  • 12.4k
1 vote
0 answers
56 views

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 ...
TyphusMan's user avatar

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