Introduction to Path Finding: Purpose and relevance.
A* Search Algorithm: Core concepts and implementation.
Real-world Applications: Examples and case studies.
Real-world Analogies:
GPS Navigation: Finding the shortest route.
Robotic Navigation: Navigating a warehouse.
Video Games: NPC pathfinding and decision-making.
Slide 2 - Tekstslide
Path Finding Fundamentals
What is Path Finding?
Definition: Path finding is the process of determining an optimal route between points.
Connection to Search Algorithms:Builds upon search techniques, considering weights and heuristics for improved accuracy.
Key Applications:
Navigation Systems: Real-time route optimization.
Robotics and Automation: Efficient movement in constrained environments.
Gaming: Smooth NPC and character movement.
Analogy: Similar to how a GPS system calculates the best route by evaluating distance, time, and obstacles.
Slide 3 - Tekstslide
Discussions (1)
Dijkstra Algorithm.
Greedy Best-First Search.
Submit to Canvas
timer
15:00
Slide 4 - Tekstslide
A* Algorithm Fundamentals*
Key Components:
Open Set: Collection of nodes to be evaluated.
Closed Set: Nodes already evaluated.
Heuristic Function: Guides the search process.
Path Reconstruction: Retraces steps from goal to start to build the optimal path.
The A* algorithm is an informed search algorithm, meaning it leverages a heuristic function to guide its search towards the goal. This heuristic function estimates the cost of reaching the goal from a given node, allowing the algorithm to prioritize promising paths and avoid exploring unnecessary ones.
The A* algorithm is a powerful and widely used graph traversal and path finding algorithm. It finds the shortest path between a starting node and a goal node in a weighted graph.
Slide 5 - Tekstslide
Implementing A* algorithm
Python Code Implementation:
This implementation sets up an A* algorithm using a priority queue for efficient node evaluation.
Download A_star.py
timer
10:00
Slide 6 - Tekstslide
Understanding Heuristics
Selecting Heuristics:
Heuristics are essential for A* efficiency, influencing search direction.
Manhattan Distance: Suitable for grid-based maps without diagonal movement.
def manhattan_distance(p1, p2):
return abs(p1[0] - p2[0]) + abs(p1[1] - p2[1])
Euclidean Distance: Better for maps where diagonal movement is possible.