Someone wanted to know how the code works for basic A* path-finding.
Rather than reply in Facebook, I've made a quick post for it here.
1. create an array of nodes to represent your level.
It can be nodes with
connections, or it can be a list of co-ordinates where connections are
assumed to be NESW where a node exists.
Example 1:
level = {"001":[["002", 5.0], ["003", 5.0]],
"002":[["001", 5.0], ["003", 5.0]],
"003":[["002", 5.0], ["001", 5.0]]}
This
is a dictionary based "mesh" type array, for easy reading. You can see
it has 3 nodes arranged in a triangle. Each node is connected to two
others, and in this case, the distance between each is 5.0 units.
It's easy to see how this mesh could be expanded. You just need more points. Each point must include its two neighbors and the distance between them.
Example 2:
level = [[0,1,1,0],
[0,0,1,1],
[1,1,1,0],
[1,0,0,0]]
This is an grid based array arranged as a list of lists, for quick access and fast performance. It would look like this:
XOOX
XXOO
OOOX
OXXX
The Os are walkable, the Xs are not.
2. Get a start point and an end point.
We'll use the second array for our example.
Start is [0,1] end is [3,0]:
XSOX
XXOO
OOOX
EXXX
3. Run an algorithm for every tile...
until you find the end or until you run out of tiles to search (if there's no valid path).
You need to keep track of the tiles you have checked and the tiles still to check.
On
each tile, check the distance to the goal, and the number of tiles
traveled from the start. Add these two numbers together and store them
along with the tile information in your "checked" list. Next check the
neighbors of that tile. And so on.
When
you find the goal go back through your "checked" list one by one until
you get to the start. This is your path, though you now have to reverse
it.
What it looks like:
XS4X
XX35
434X
EXXX
You
can see that the tiles which make up our path have the lowest values,
because the distance back to base, and the distance to the goal are
nearly equal. If your method of getting the distance to the goal is
correct, then you will always find the shortest path.
4. Give this info to the agent.
If
the map isn't going to change, and you don't care about bumping into
other agents, you can just have the agent run through the path to the
end.
Otherwise, you have to run this code every time the agent moves, and get a new path (which might be the same as the old path).
NOTE:
A quick (dumb) alternative.
have your agent check every square next to them.
get their distance to the goal. Immediately move to this new tile and add the tile to a list of visited tiles.
The
agent then repeats the task, checking neighbors and moving. Don't check
any tiles in the "visited tiles" list. The distance from the start is
always zero. So only the distance to goal is important. The "visited
tiles" list stops them going in circles when the distance to goal is the
same in neighboring tiles.
If you get stuck, for example, all neighboring tiles are on the "visited tiles" list, clear the list and start over.
Monsters
using this algorithm will walk around endlessly if they can't find the
goal. And the path is probably not going to be the shortest path
available. But it is a very simple code and very fast to run. Great if
you have a swarm of dumb enemies.
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