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Andrew2012-01-09 21:16:20
Algorithms
Andrew, 2012-01-09 21:16:20

Calculation of the route of movement of the "point"

Good day to all!
I’m sitting puzzling over how to move a point through a maze, and from one point to another ... Let the “maze” be simple, there are no dead ends and tangled moves, it is a field of 175x175 cells, a point, respectively, 1 cell.
The problem is that there will be many points on the field, different routes and “competition” for the path to follow, so a simple avoidance of obstacles is not suitable, you need to lay out the best routes depending on the situation ...
The presentation is rather chaotic, but I beg your pardon)
pix.am/z9r5/ The
blue dot must go to the green one, following between the gray lines. She knows the coordinates of herself and the coordinates of the green dot.
Thank you!
upd.For the task, you can give knowledge to a point that there is a fence next to it, it can also touch this fence, and the coordinates, don’t they complement the picture? The point knows the coordinates of itself at any given time.
upd.2 All particles have the same size, the throughput of the tunnel does not change, only the width can change in the future, and then, with the restart of the system.

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5 answer(s)
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Vlad911, 2012-01-09
@Vlad911

If all the passages between the gray lines are of negligible width, it makes sense to convert this map to a graph. And then Algorithm A-star (A *), where the heuristic will be just a function of the situation.

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Sergey Lerg, 2012-01-09
@Lerg

If there are moving obstacles, then either A* is calculated at each step, or D* is used.

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EndUser, 2012-01-09
@EndUser

In the notorious Kolobot, there is a task to get between the fences.
But there, excuse me, there is a normal object environment.
In this case, the radar() function returns the distance and type of the nearest object.
The situation that you piled up ... If without a radar, then probably solve it by modifying the Dijkstra algorithm - namely, filling an eight-connected area with paint from a bucket.

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Zigmar, 2012-01-11
@Zigmar

See how this is implemented in the Liquid War toy . In my opinion, a task similar to yours is being solved there - thousands of points (which cannot pass through each other) are looking for the shortest path on a map with complex topology.

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crazylammer, 2012-01-11
@crazylammer

Crowd motion planning . Perhaps there is something suitable.

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