A-star algorithm’s code implementation as the alternation of Dijkstra algorithm. Source: Windows Que..

#### Category : a-star

Trying to implement A* pathfinding for a small game. Running into some strange bugs. Code: class PathNode { private: const PathNode* parent; GameObject position; int g; int h; int f; public: PathNode(GameObject _position, int _g, int _h, const PathNode* _parent = nullptr) { parent = _parent; position = _position; g = _g; // distance between ..

My implementation of the A* algorithm doesn’t guarantee the shortest path when there is a big wall covering the board. Does it have something to do with the calculations of the costs? I provided a picture for you to understand what I’m saying. As you can see in the picture, it doesn’t find the shortest ..

I’m using the a* algorithm to create a rotation, but when I increase the row and col above 180, I get a stack overflow error. Anyone have any ideas? my codes, if you run this now, it will not give an error, but if you set the ROW and COL values to 180e or higher, ..

I have in C++ an implementation of an A* search, which is otherwise working fine, but has a memory leak. I’ve tried to use the CRT library to help find the leak and it seems that the SearchState objects I create are not deallocated properly, but I can’t quite figure out why. EDIT: I included ..

I’ve looked over several different implementations of A*. The current one I am using is based off of the pseudocode from the Wikipedia page. It finds the path but then the monster doesn’t move so I’m guessing it doesn’t work. It’s also incredibly slow. This is inside the update function which is called after the ..

I need to implement the following requirment, using a search algorithm(A STAR, BEST FIRST): n vehicles occupy squares (1, 1) through (n, 1) (i.e., the bottom row) of an n×n grid. The vehicles must be moved to the top row but in reverse order; so the vehicle i that starts in (i, 1) must end ..

I have been give a problem in which I am provided with user-entered matrix (rows and columns). User will also provide Start State (row and column) and the Goal State. The job is to use A* search to find the path from the start node to the goal node. A sample matrix is provided below, ..

I’m trying to implement an A* algorithm for pathfinding in my 3D grid. I’ve been following a tutorial but I’m not getting a valid path. I’ve stepped through my code to find out what’s going on, but I don’t know how to solve the problem. For the most basic test I’m just using a 2-D ..

My algorithm works almost well, but unfortunately, when it reaches a corner, it can’t move further. Can you give me some hints on what I am doing wrong? If the algorithm does not encounter obstacles, it is free to move left, right, up and down. However, if on a corner, as in the map I ..

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