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Pathfinding Visualizer

pathfinding-visualizer-nu.vercel.app

1–10 of 55 posts

Re: Pathfinding Visualizer

#2
Nice! Some feature requests:

The contrast between the walls and the blue (explored) areas is too low.

When I press the round button to retry, the maze disappears. I'd like to see the same maze solved with different algorithm, or even see the same algorithm a few times. So my recommendation is to not errase the map, until the user press the button to make another map.

Re: Pathfinding Visualizer

#3

Nice! Some feature requests: The contrast between the walls and the blue (explored) areas is too low. When I press the round button to retry, the maze disappears. I'd like to see the same maze solved with different algorithm, or even see the same algorithm a few times. So my recommendation is to not errase the map, until the user press the button to make another map.

+1 for maze not disappearing. Comparing the different algorithms is the actually pleasing thing to watch.

Re: Pathfinding Visualizer

#4
Very nice! My only suggestion would be to include Jump Point Search (JPS) [1], which can be an order of magnitude faster than A* search in grid map settings. JPS has also been extended to 3D grids for quadrotor path planning [2].

[1]: https://ojs.aaai.org/index.php/AAAI/article/view/7994

[2]: https://ieeexplore.ieee.org/abstract/document/7839930

Re: Pathfinding Visualizer

#7
post #6

Am I missing something that this is doing something other than finding shortest paths? For example A* on an empty map should generate a diagonal path with almost no checks outside the paths immediate neighbors. But I get this: https://link.ekin.dev/OTW2xy

Maybe it does only horizontal and vertical steps. In that case it makes no difference, because the heuristic should always give you the Manhattan distance, which is equal for all options that don't overshoot the goal.

Re: Pathfinding Visualizer

#8
post #6

Am I missing something that this is doing something other than finding shortest paths? For example A* on an empty map should generate a diagonal path with almost no checks outside the paths immediate neighbors. But I get this: https://link.ekin.dev/OTW2xy

The algorithms do seem wrong. I get this for a DFS on an empty map [0]. And the A star doesn't appear to follow any heuristic during the search.

[0] https://imgur.com/a/AvUMxLQ

edit: Just wanted to add in case this is more of a frontend demo than a pathfinder demo, it does look beautiful and the search animation is more intuitive than similar demos I've seen. And runs fine on my phone.

Re: Pathfinding Visualizer

#9
post #7
post #6

Am I missing something that this is doing something other than finding shortest paths? For example A* on an empty map should generate a diagonal path with almost no checks outside the paths immediate neighbors. But I get this: https://link.ekin.dev/OTW2xy

Maybe it does only horizontal and vertical steps. In that case it makes no difference, because the heuristic should always give you the Manhattan distance, which is equal for all options that don't overshoot the goal.

The blue squares show the nodes it checked, and with A star the entire map shouldn't be blue on an empty maze.
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