CS 470 Artificial Intelligence Winter 2006, Instructor: Jeffrey Horn
PROJECT 2:
(program 2): Heuristic Planner (A* Search) in Java
Handed out/Assigned: | March 7, 2006 |
Due: | March 21, 2006 |
"The AStar algorithm is a common, but effective and efficient, path-finding algorithm enhanced in Morrowind with the use of pre-generated grids. " (Kerry Sergent, AI Programmer, TheElderScrolls: Morrowind, Bethesda Softworks)
PROBLEM DOMAIN 1 | PROBLEM DOMAIN 2 | PROBLEM DOMAIN 3 |
Pacman-like maze | Outer Space Maneuvering | Path-finding on Open Terrain |
2D, dynamic, with moving opponents | 2D, dynamic, with moving opponents and moving goal | 3D, static, using heightmaps |
click here for details | click here for details | click here for details |
- Start with our Java search code, because it works! (It compiles and runs, on the Farmer-Goat-Wolf-Cabbage problem...)
- Modify it to implement A* search on one of the three problem domains above.
- Try to stick to this modified interface for State (that way maybe, just maybe, we can interchange each other's search code and problem code [dream on...]):