Thanks
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Browse All TopicsI urgently need great websites which can guide me to learn A Star algorithm in deep. I also need to learn :
- how to avoid enemy along the way and
- how to implement predetermined places to go along
Anyone know which websites which tell me how to do this!?
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by: dsreynoldsPosted on 2001-06-04 at 13:11:42ID: 6153899
Gamasutra has an article eatures/19 990212/sm_ 04.htm
////////// ////////// ////////// ///
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////////// ////////// ////////// ///
; // Push the BestNode onto CLOSED
());
());
////////// ////////// ////////// ///
////////// ////////// ////////// ///
http://www.gamasutra.com/f
Here's a cpp file I wrote. It works fine.
// A Sample by D.S.Reynolds
//
// How It Works:
//
// The basic formula for the A* algorithm is f = g + h. g represents the cost of
// distance travelled (or gone). h represents the estimate (or heuristic) of distance
// from current node to the destination. Some sort of contianers are needed. Some
// chose stacks, I chose STL vectors and a heap. I believe the most critical part
// of the formula is the calculation for the heuristic. Also, Breadth-First and Depth-First
// algorithms are simplified subsets of the A*.
//
// 1. Create OPEN, CLOSED and PATH containers.
// 2. Start with the OPEN container containing only the starting node.
// Set that nodes g value to 0, it's h value to the euclidian difference
// ((dx - sx)*(dx - sx)) + ((dy - sy)*(dy - sy)), calc the f value and
// set the parent node to NULL.
// 3. Until the goal node is found, repeat the following:
// If no nodes found exit with failure.
// Select Node on OPEN with the lowest f value. This is the BestNode.
// Push BestNode to Closed (This is the only place CLOSED is populated).
// If BestNode is the destination, exit. Otherwise, determine the
// child nodes (adjacents) of BestNode.
// For each child node do the following:
// Set each child nodes Parent to BestNode (We'll use this later to
// get the path.)
// Calc the cost of g: Child.g = BestNode.g + 1 (Use other than 1
// for various terrain)
// See if child node is already on OPEN. If so, determine which has
// the lower g value and use it's other corresponding values.
// See if child node is already on CLOSED. If so, determine which
// has the lower g value and use it's other corresponding values.
// If the child node was NOT on OPEN or CLOSED, add it to OPEN.
//
//////////////////////////
#ifndef ASTAR_HPP
#define ASTAR_HPP
#include <stdlib.h>
#include <iostream>
#include <conio.h> // for getch
#include <vector> // STL for Vector
#include <algorithm> // STL for Heap
using namespace std;
#define MAX_CLOSED_NODES 400
#define MIN_MAP_X 0
#define MIN_MAP_Y 0
#define MAX_MAP_X 9
#define MAX_MAP_Y 9
//////////////////////////
// Externally use a vecter of multiple Location objects
class CLocation{
public:
int x;
int y;
};
//////////////////////////
class CPathNode{
public:
int f, gone, heuristic; // f = gone + heuristic
int x, y; // Location of node
int px, py; // Locaton of parent node
void FindPath(int sx, int sy, int dx, int dy, char * pMap, vector<CLocation> *pVector);
};
//////////////////////////
void CPathNode::FindPath(int sx, int sy, int dx, int dy, char * pMap, vector<CLocation> *pVector)
{
vector<CPathNode> OPEN; // STL Vectors chosen because of rapid
vector<CPathNode> CLOSED; // insertions/deletions at back,
vector<CPathNode> PATH; // and Direct access to any element.
CPathNode Node, BestNode; // Temporary Node and BestNode
bool bNodeFound = false; // Flag if node is found in container
Node.x = sx; // Create the start node
Node.y = sy;
Node.gone = 0;
Node.heuristic = ((dx - sx)*(dx - sx)) + ((dy - sy)*(dy - sy));
Node.f = Node.gone + Node.heuristic; // The classic formula f = g + h
Node.px = NULL; // No parent for start location
Node.py = NULL; // No parent for start location
OPEN.push_back(Node); // Populate the OPEN container with the first location
make_heap( OPEN.begin(), OPEN.end() ); // Create a heap from OPEN for sorting
while (!OPEN.empty())
{
sort_heap(OPEN.begin(), OPEN.end());// Ascending sort based on overloaded operators below
BestNode = OPEN.front(); // Set the Node with lowest f value to BESTNODE
pop_heap(OPEN.begin(), OPEN.end()); // Pop off the heap. Actually this moves the
// far left value to the far right. The node
// is not actually removed since the pop is to
// the heap and not the container.
OPEN.pop_back(); // Remove node from right (the value we pop_heap'd)
CLOSED.push_back(BestNode)
// If at destination, break and create path below
if ((BestNode.x == dx) && (BestNode.y == dy))
{
//bPathFound = true; // arrived at destination...
break;
}
// Set limit to break if looking too long
if ( CLOSED.size() > MAX_CLOSED_NODES )
break;
// Check adjacent locations (This is done in a clockwise order to lessen jaggies)
for (int i=1; i<9; i++)
{
switch(i)
{
case 1:
Node.x = BestNode.x;
Node.y = BestNode.y - 1;
break;
case 2:
Node.x = BestNode.x + 1;
Node.y = BestNode.y - 1;
break;
case 3:
Node.x = BestNode.x + 1;
Node.y = BestNode.y;
break;
case 4:
Node.x = BestNode.x + 1;
Node.y = BestNode.y + 1;
break;
case 5:
Node.x = BestNode.x;
Node.y = BestNode.y + 1;
break;
case 6:
Node.x = BestNode.x - 1;
Node.y = BestNode.y + 1;
break;
case 7:
Node.x = BestNode.x - 1;
Node.y = BestNode.y;
break;
case 8:
Node.x = BestNode.x - 1;
Node.y = BestNode.y - 1;
break;
}
if ((Node.x >= MIN_MAP_X) && (Node.x <= MAX_MAP_X) &&
(Node.y >= MIN_MAP_Y) && (Node.y <= MAX_MAP_Y))
{
// Determine cost of distance travelled
if ( pMap[Node.x + (Node.y*10)] == 'X' ) // If location is obstruction
Node.gone = 1000;
else
Node.gone = BestNode.gone + 1;
// Determine the Heuristic. Probably the most crucial aspect
// Heuristic by Simple Euclidian method
// Node.heuristic = ((dx - Node.x)*(dx - Node.x)) + ((dy - Node.y)*(dy - Node.y));
// Heuristic by my own Orthogonal/Diagonal + Euclidian modifier
int DX = abs(dx - Node.x);
int DY = abs(dy - Node.y);
int Orthogonal = abs(DX - DY);
int Diagonal = abs(((DX + DY) - Orthogonal)/2);
Node.heuristic = Diagonal + Orthogonal + DX + DY;
// The A* formula
Node.f = Node.gone + Node.heuristic;
Node.px = BestNode.x; // Point parent to last BestNode (pushed onto CLOSED)
Node.py = BestNode.y; // Point parent to last BestNode (pushed onto CLOSED)
bNodeFound = false;
// Check to see if already on OPEN
for (int i=0; i<OPEN.size(); i++)
{
if ((Node.x == OPEN.at(i).x) &&
(Node.y == OPEN.at(i).y))
{ // If already on OPEN
if (Node.gone < OPEN.at(i).gone)
{
OPEN.at(i).gone = Node.gone;
OPEN.at(i).f = Node.gone + OPEN.at(i).heuristic;
OPEN.at(i).px = Node.px;
OPEN.at(i).py = Node.py;
}
bNodeFound = true;
break;
}
}
if (!bNodeFound ) // If Node NOT found on OPEN
{
// Check to see if already on CLOSED
for (i=0; i<CLOSED.size(); i++)
{
if ((Node.x == CLOSED.at(i).x) &&
(Node.y == CLOSED.at(i).y))
{ // If on CLOSED, Which has lower gone?
if (Node.gone < CLOSED.at(i).gone)
{
CLOSED.at(i).gone = Node.gone;
CLOSED.at(i).f = Node.gone + CLOSED.at(i).heuristic;
CLOSED.at(i).px = Node.px;
CLOSED.at(i).py = Node.py;
}
bNodeFound = true;
break;
}
}
}
if (!bNodeFound ) // If Node NOT found on OPEN or CLOSED
{
OPEN.push_back(Node); // Push NewNode onto OPEN
push_heap( OPEN.begin(), OPEN.end() ); // Push NewNode onto heap
make_heap( OPEN.begin(), OPEN.end() ); // Re-Assert heap, or will be short by one
/*
// Display OPEN and CLOSED containers (For Debugging)
int i;
cout << "OPEN: ";
for (i=0; i<OPEN.size(); i++)
{
cout << OPEN.at(i).x << "," << OPEN.at(i).y << ",";
cout << OPEN.at(i).gone << "," << OPEN.at(i).heuristic << " ";
}
cout << endl;
cout << "CLOSED: ";
for (i=0; i<CLOSED.size(); i++)
{
cout << CLOSED.at(i).x << "," << CLOSED.at(i).y << ",";
cout << CLOSED.at(i).gone << "," << CLOSED.at(i).heuristic << " ";
}
cout << endl << endl;
int ch = _getch();
//*/
}
}
}
}
if (CLOSED.size() > 0)
{
// Create the path from elements of the CLOSED container
PATH.clear();
PATH.push_back(CLOSED.back
CLOSED.pop_back();
while (!CLOSED.empty())
{
if ((CLOSED.back().x == PATH.back().px) &&
(CLOSED.back().y == PATH.back().py))
PATH.push_back(CLOSED.back
CLOSED.pop_back();
}
// Populate the vector that was passed in by reference
CLocation Fix;
pVector->clear();
for (int i=(PATH.size()-1); i>=0; i--)
//for (container::iterator i=PATH.begin(); i!= PATH.end(); ++i)
{
Fix.x = PATH.at(i).x;
Fix.y = PATH.at(i).y;
pVector->push_back(Fix);
}
}
}
//////////////////////////
// Needed because the template doesn't know what a PathNode is
bool operator<(const CPathNode &a, const CPathNode &b)
{
return a.f < b.f;
}
//////////////////////////
// Needed because the template doesn't know what a PathNode is
bool operator>(const CPathNode &a, const CPathNode &b)
{
return a.f > b.f;
}
#endif