Refined pathfinder notes with concrete concepts

main
Bryson Zimmerman 11 months ago
parent f51ea1aed9
commit db18ad8039

@ -22,35 +22,19 @@ object PathFinder {
return
}
//Data structure to define the frontier, possibly a heap
//Frontier defined by a Tile heap that makes comparisons on calculated hValues
//Frontier tiles know their current cost: g(n) (number of steps from start to this node)+ calculate own distance from the end h(n)
//Always grab the lowest value of f(n) = g(n) + h(n) from the frontier, mark it visited, add its unvisited neighbors
//Frontier tiles are known to have a current cost: g(n) (number of steps from start to this node)+ calculate own distance from the end h(n)
//Probably best to just make an array of integers, where the coordinates store the tile's g(n)
//Always grab the lowest value of f(n) = g(n) + h(n) from the frontier, mark it visited, mark its g(n), and add its unvisited neighbors
//Need to be able to return a tile to the frontier if a shorter path to it is found
//This seems like a thing that should not be possible. Manhattan heuristic
//Data structure to hold the g values
//Data structure to mark parents (tree? hashmap?)
//Three choices that I see:
//Don't track parents, track g-values only by mapping them out from the parent to the children as soon as the parent is reached
//Parent can be identified by looking for lowest g(x) on neighboring tiles (barring alternate paths? maybe works either way in a perfect maze?)
//Might not matter because equal g(x) means that the path back is an equal number of steps either way, so pick one.
//Dual arrays, one for g-val and one for parent node, take advantage of bitflags in Directions
//Useless for a maze because we'll only go to a deadend once
//or add a flag for DEADEND, use a more dynamic data structure to store tile data (map?)
//then prune tiles from the data structure when they're marked as dead ends, backtracking until a fork is available
//Parent is chosen by the lowest g(n) value
//return a list of steps
//return a list of steps by starting at the exit, looking at the lowest g(n) neighbor
}
//Heuristic value, to estimate the cost of a given tile
@ -64,4 +48,5 @@ object PathFinder {
}
}
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