在 A* 遍历后移除地图上产生最佳路径的障碍
我使用自己的 A* 实现遍历 16x16 迷宫。
一切都很好。然而,遍历之后,我想找出哪堵墙能给我最佳替代路径。除了移除所有方块并在迷宫中重新运行 A* 之外,还有什么更聪明、更优雅的解决方案呢?
我正在考虑给每个墙节点(被 A* 忽略)一个暂定的 F 值,并更改节点结构以也有一个 n 大小的 node *tentative_parent
列表,其中 n 是节点的数量迷宫中的墙壁。这可行吗?
I traverse a 16x16 maze using my own A* implementation.
All is well. However, after the traversal, I would like to find out what wall would give me the best alternative path. Apart from removing every block and re-running A* on the maze, what's a more clever and elegant solution?
I was thinking give every wall node (ignored by A*), a tentative F-value, and change the node structure to also have a n-sized list of node *tentative_parent
where n is the number of walls in the maze. Could this be viable?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(2)
当您将节点添加到要考虑的节点列表时,还要添加一个标志,以确定通过该节点的路径是否已经穿过墙壁。
然后,在考虑从节点开始的可能路径时,如果它没有穿过墙壁,则将相邻的墙壁视为公平路径。
您必须保持从起始节点到正在处理的当前节点的距离,并且它使用您已有的距离。
完整的概念证明:
我们看到
operator==
的定义也考虑了路径是否已经碰壁。当我们在闭集中查看是否已经遇到过该节点时,这允许我们在需要时考虑两次 a 节点。这是下面源中示例迷宫的中心走廊的情况。标有
#ifdef I_AM_ALLOWED_TO_GO_THROUGH_A_WALL
的代码部分显示了增强普通 A* 算法以使其能够穿过一堵墙所需的部分。When you add a node to the list of nodes to consider, also add a flag whether the path through that node has already gone through a wall.
Then when considering possible paths from a node, if it hasn't gone through a wall, consider adjacent walls to be fair paths.
You already have to maintain distance from the start node to the current node being processed, and it uses what you already have in place.
Full proof of concept:
We see that
operator==
is defined to also consider whether or not the path has hit a wall yet. This allows us to consider the a node twice if needed, when we look in the closed set to see if we have already encountered this node. This is the case in the center hallway in the example maze in the source below.The portions of code marked with
#ifdef I_AM_ALLOWED_TO_GO_THROUGH_A_WALL
show the portions needed to augment a normal A* algorithm to be able to go through a single wall.查找墙壁拆除的候选区域:
沿着原始 A* 找到的路径,保留之前的距离,只要之前的距离大于当前距离,请记下<强>前一个节点有可能移除墙壁。
我认为它会捕获影响最大的情况:
示例 1:
其中:
R (0,0) 是你的兔子模样的跑步者
G (2,0) 是目标
在这种情况下,我们从 (0,0) 开始,距离为 2。下一个可用的移动是 (0,1),距离为 2.23(5 的平方根) 。你们之间的距离越来越远,因此您之前的位置有可能被推倒。
示例 2:
开始:(0,0)
结束:(6,6)
A* 课程:(0,0)、(1,1)、(2,2)、(3,3)、(4,4)、(5,5)、(6,6)
距离:8.5、7.1、5.7、4.2、2.8、1.4(或 72、50、32、18、8、2 的平方根)
没有最佳的墙可以拆除。
确定要移除哪堵墙:
在标记的节点和目标节点之间画一条线。沿着该线的第一堵墙(最接近标记的节点)下降。给它一些绒毛,以便沿着直线对角线拆除只会碰到角落的墙壁。比较您的替代路径以找到最短的路径。
Finding candidate areas for wall removal:
All along your original A* found path, retain the previous distance, and whenever the previous distance is larger than the current distance, note the previous node as having a potential for a wall removal.
I submit that it will catch cases of most impact:
Example 1:
Where:
R (0,0) is your rabbit-looking course runner
G (2,0) is the goal
In this case, we start at (0,0), with a distance of 2. The next available move is (0,1), with a distance of 2.23 (sq root of 5). Your distance just grew, so that your previous location had potential for a wall tear down.
Example 2:
Start: (0,0)
End: (6,6)
A* course: (0,0), (1,1), (2,2), (3,3), (4,4), (5,5), (6,6)
Distances: 8.5, 7.1, 5.7, 4.2, 2.8, 1.4 (or sq root of 72, 50, 32, 18, 8, 2)
No optimal wall to remove.
Determining which wall to remove:
Draw a line between your marked node and your goal node. The first wall along that line (closest to the marked node) goes down. Give it some fuzz in order to allow removing your wall along a straight diagonal that would only hit corners. Compare your alternative paths to find the shortest.