i've always been impressed by NBA*: https://github.com/anvaka/ngraph.path demo: https://anvaka.github.io/ngraph.path.demo/
Improving Heuristics for A* Pathfinding
31–40 of 42 posts
Re: Improving Heuristics for A* Pathfinding
#32Re: Improving Heuristics for A* Pathfinding
#33* https://ojs.aaai.org/index.php/AAAI/article/view/11027 * https://arxiv.org/abs/2212.03978
Re: Improving Heuristics for A* Pathfinding
#34Re: Improving Heuristics for A* Pathfinding
#35The author, Amit Patel, wrote the BBS door game Solar Realms Elite! His brother went on to write Baron Realms Elite.
Re: Improving Heuristics for A* Pathfinding
#36Re: Improving Heuristics for A* Pathfinding
#37> I learned about this technique in 2007, then tried writing it up in 2015. I realized that I didn’t understand it enough to be able to explain it. I studied it off and on in 2016, 2018, 2019, 2022, 2024, and 2026. I abandoned and restarted this page many times. And by 2026 I think I understand it well enough to write this page. Outstanding.
Re: Improving Heuristics for A* Pathfinding
#38> I learned about this technique in 2007, then tried writing it up in 2015. I realized that I didn’t understand it enough to be able to explain it. I studied it off and on in 2016, 2018, 2019, 2022, 2024, and 2026. I abandoned and restarted this page many times. And by 2026 I think I understand it well enough to write this page. Outstanding.
Teach Yourself A* in Ten Years
Re: Improving Heuristics for A* Pathfinding
#39There has been a lot of progress in this field in the research community. Two good papers: * https://ojs.aaai.org/index.php/AAAI/article/view/11027 * https://arxiv.org/abs/2212.03978
It's about "planning" (ie. searching an action space) which does not generally have a heuristic, so it needs to do "exploration" (which is exactly the opposite of what you want for optimal path finding) to counteract getting stuck in local optima due to greedy search...