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Pathfinding

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Guaranteed to find the shortest path Very slow Dijkstra s Algorithm ... Guaranteed to find the shortest path Very slow Dijkstra s Algorithm Selects closest ... – PowerPoint PPT presentation

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Title: Pathfinding


1
Pathfinding
2
  • PathEngine is a sophisticated middleware
    tool-kit for the implementation of intelligent
    agent movement, built around an advanced
    implementation of points-of-visibility
    pathfinding on 3D ground surfaces.
  • www.pathengine.com/overview

3
SDK Licensing options
4
Cheaper Options
  • Breadth-First Search
  • Dijkstras Algorithm
  • Best-First Search
  • A Search

5
Breadth-First Search
  • Examines all paths of cost 1, then 2, and so on
    until it finds the goal.
  • Guaranteed to find the shortest path
  • Very slow

6
Dijkstras Algorithm
  • Selects closest unprocessed node from the start,
    and updates its value, and that of its neighbors.
  • Nodes are valued by the distance from the start.

7
Best-First Search
  • Similar to Dijkstras Algorithm, but uses a
    heuristic to determine the value of node.
  • Main disadvantage is that is does not account
    well for terrain that is slower.

8
A Search
  • Very similar to a Breadth-First Search.
  • Orders nodes to search not just by distance from
    start node, but also by a heuristic or a
    estimate cost remaining to the end point.

9
A Search
  • The cost of a node is defined asf(n) g(n)
    h(n) whereg(n) is the distance
    traveled from the starth(n) is the heuristic,
    the estimated distance to the
    end node

10
A Heuristic
  • The heuristic is an estimate for the remaining
    cost to the end point
  • This estimate should be a close as possible to
    the actual cost, but never higher.
  • For a grid of squares, the heuristic is usually
    the number of squares in between the current node
    and the end node.(note this is different from
    the Euclidean distance)

11
A Search Examples
12
A Considerations
  • You must define how diagonal squares work with
    map grids. If movement is continuous, consider
    multiplying the cost of diagonal movement by v2
  • Defining an upper bound cutoff can prevent the
    search from taking too long.

13
References
  • Path Enginehttp//www.pathengine.com/index.php
  • Smart Moves Intelligent Path-Finding
    http//www.gamasutra.com/features/19990212/sm_01.
    htm
  • Ogre Articles and Resourceshttp//www.ogre3d.org/
    wiki/index.php?titleArticlesAndSourcesredirectn
    o
  • Pathfinding using A-algorithmhttp//www.cs.helsi
    nki.fi/u/apipulkk/astar/index.html
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