A*算法介绍(链接)

http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html

 

I go into a lot more detail here, with interactive diagrams.

⁽¹⁾ I’m skipping a small detail here. You do need to check to see if the node’s g value can be lowered, and if so, you re-open it.

reconstruct reverse path from goal to start
by following parent pointers

⁽²⁾ This should never happen if you have an consistent admissible heuristic. However in games we often want inadmissible heuristics.

See Python and C++ implementations here.

Connectivity

If your game has situations in which the start and goal are not connected at all by the graph, A* will take a long time to run, since it has to explore every node connected from the start before it realizes there’s no path. Calculate the Connected Components first and only use A* if the start and goal are in the same region.

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值