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guide:a-star [2009/01/09 16:32] (current)
199.4.155.10 created
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 +Here's an idea regarding the A* algorithm.
 +> One interesting feature of all these grid search methods, is that they
 +> have not only the current best path to the goal, but also have *a*
 +> path, if not the *best* path, from every point searched, back to the
 +> origin. So, for example, rather than several enemies finding their own
 +> path to the player, the program can instead find the path from the
 +> player to the most distant enemy, also noting which *other* enemies
 +> are on the paths searched. Any enemies not found can be searched for,
 +> also recording incidental enemies found. This puts to use what would
 +> otherwise be wasted search time and data. The result being that a
 +> route will have been found from every enemy back to the player.
 +>
 +> This seems like it might be useful. For example, creating a search
 +> path matrix over terrain, using the levelness and down-hillness of the
 +> terrain as the heuristic, and searching from the lowest point to the
 +> highest point, might create a map of the down-hill flow over the
 +> terrain toward the lowest point. Or something.
 +>
 +> James Steiner
 
guide/a-star.txt · Last modified: 2009/01/09 16:32 by 199.4.155.10
 
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