I must say, that was quite helpful in helping to make my understanding lucid; doubly so given that visualizations are a lot like taste - sometimes you need just the right one to make you full. Thank you kindly for taking the time to make this. It's a testament to your clarity that you still get views years after this video's creation :)
Very nicely done, thanks, you explained that very clearly. Clear enough that am confident I can recreate it without seeing any source. :) (at least I'll try)
I done my own simple pathfinding a while ago which basically starts at the end, marks that with a ZERO, then marks all surrounding walkable locations with 1, marks all movable locations surrounding the 1s with a 2 and so on until you reach the start. You then can move from start to finish moving to the path with the lowest number.
Why do you say it's un-human-like to 'zag across'? If a human would want to move to their friend behind a wall, they would take the shortest way from where they were around the wall, not first bump into the wall and only then start moving around it (as the program does at 3:48), right?
Dooobs, i need to make a program that uses the A* algorithm. For start i need to find the shortest path from 4 nodes. For example, from node A to node D (nodes between B and c), defined with 2D system (all nodes have coordinates between them). How can i write that? Will you help me with the code in C#?
i would like to be aquiring you pathfingings ablities.... i did send you a message b4 but lyke u didn't respond. i'm nao lyke resorting to video comments and typing lyke a dick. could you plz get into contacts w/ me so i can has a look at your pathfindings cos mine likes to spit in my face. i have got like 90% of the way but it dun work. anyways cheers btw where you from cos me and a mate are arguing your either from aus or nz cheers
well i was having a lgic problem but tis k now cos i fixed it.... though i would like to know... what are some good Hx formular's? cos atm i know the:
Hey mate, sorry about the late ass reply, I think the H calculations need the 'Tie Breaker' that I spoke of. Theres a good website in the description of these videos on Huristics and I suggest you read that.
Here is a snippet of code for some of my algorithms.
I must say, that was quite helpful in helping to make my understanding lucid; doubly so given that visualizations are a lot like taste - sometimes you need just the right one to make you full. Thank you kindly for taking the time to make this. It's a testament to your clarity that you still get views years after this video's creation :)
nakedburrito 1 day ago
megaupload is inaccessible... it would be nice if you could share the source code for reference...
mdsalmaniqbal 1 week ago
can you reupload the code? megaupload is down!!!
wvanderp1 2 weeks ago
This was astoundingly helpful thank you
BrandonBlanchard 3 months ago
Thanks a lot for the set of three videos. This helped me get the A* concept into my head more firmly.
Chirmaya 4 months ago
great stuff
iglor 4 months ago
Dude, do you have a video for D-Star?
KoffeeAddikt 8 months ago
woah, nice optimisation man! so quick.
Julz333666 8 months ago
Assign diaginal paths with a 7 score and str8 paths with a 5... it will solve the bugs
jeanfrg93 11 months ago
Very nicely done, thanks, you explained that very clearly. Clear enough that am confident I can recreate it without seeing any source. :) (at least I'll try)
I done my own simple pathfinding a while ago which basically starts at the end, marks that with a ZERO, then marks all surrounding walkable locations with 1, marks all movable locations surrounding the 1s with a 2 and so on until you reach the start. You then can move from start to finish moving to the path with the lowest number.
NeilRoy65 1 year ago
nice vid dude, thanks a lot for this series :)
yonifra2 1 year ago
@PaganSteve The links to the source are in the info section to the video. Click the down arrow thingy to view all the video info.
Dooobs 1 year ago
Why do you say it's un-human-like to 'zag across'? If a human would want to move to their friend behind a wall, they would take the shortest way from where they were around the wall, not first bump into the wall and only then start moving around it (as the program does at 3:48), right?
Marein86 1 year ago
@Marein86 Not really, in my opinion humans are slack and if you couldnt walk diagonally you would take straight lines...
Dooobs 1 year ago
@Dooobs its a rat/hamster path...
MrShubh16 1 year ago
This is just what I've been looking for, thank you so much!
I'd love to use this in my programming assignment, is that ok with you?
Can I credit you as "Doobs@Youtube" or you'd rather be credited by name?
VaikoIndelev 1 year ago
This has been flagged as spam show
hi, can u help. I need to convert A* algorithm to IDA* is it possible?
jamesbarbosa500 1 year ago
hi, can u help. I need to convert A* algorithm to IDA* is it possible?
jamesbarbosa500 1 year ago
Thanks for this. It helps a ton!
ppardee 1 year ago
hi there
MrPAULMUNTEAN 2 years ago
i need source code,links,book etc
MrPAULMUNTEAN 2 years ago
Very nice tutorials.
Shame it's written in C# though =P
five stars
HackingHarvard 2 years ago
Dooobs, i need to make a program that uses the A* algorithm. For start i need to find the shortest path from 4 nodes. For example, from node A to node D (nodes between B and c), defined with 2D system (all nodes have coordinates between them). How can i write that? Will you help me with the code in C#?
Thanks
nastey86 2 years ago
looks interesting
where i can find this source code ?
igalEpshtein 2 years ago
Read the sidebar....
Dooobs 2 years ago
didnt find any...
igalEpshtein 2 years ago
Hi, quite enjoyed your video's on A Star, you should explore some other search algorithms too :) and where to use them.
Good work.
BinaryReader 2 years ago
im not english so don't blame me for this question. what is c-sharp actualy? is that c# or c++?
Cambesa 2 years ago
C-Sharp is C# and C++ is C Plus Plus.
Dooobs 2 years ago
Excellent Bro..
firesofmay 2 years ago
Cheers mate.
For anyone wanting the code that I haven't got back to, sorry about that I've been really busy.
I'll host it somewhere...
Dooobs 2 years ago
Doobs, can you send me the code, with some comments or something? :-).
SoftGeekProductions 2 years ago
Yep, send me a PM with your MSN or email or something and Ill send you it.
MSN is preferable, becuase then you can talk and ask questions directly.
Dooobs 2 years ago
yo dooobsy bro,
I happen to be likeing you pathfindings.
i would like to be aquiring you pathfingings ablities.... i did send you a message b4 but lyke u didn't respond. i'm nao lyke resorting to video comments and typing lyke a dick. could you plz get into contacts w/ me so i can has a look at your pathfindings cos mine likes to spit in my face. i have got like 90% of the way but it dun work. anyways cheers btw where you from cos me and a mate are arguing your either from aus or nz cheers
buk09 2 years ago
Im australian, and I never got any of your messages. So, what exactly are you having problems with?
Dooobs 2 years ago
well i was having a lgic problem but tis k now cos i fixed it.... though i would like to know... what are some good Hx formular's? cos atm i know the:
Hx = sqrt( (endx-currentx)^2 + (endy - currenty)^2)
Hx = (endx-currentx) +(endy-currenty)
then i got bored and made my own one which kinda works well. tis a fusion of the last two
Hx = sqrt(absolute((endx-currentx) +(endy-currenty))
so yeah i wanna know what others are and what you believe is best
your vids helped me out alot!
cheers
buk09 2 years ago
Hey mate, sorry about the late ass reply, I think the H calculations need the 'Tie Breaker' that I spoke of. Theres a good website in the description of these videos on Huristics and I suggest you read that.
Here is a snippet of code for some of my algorithms.
(See next comment)
Dooobs 2 years ago
So, you need to fiddle with the Tiebreaker value, which can be done by:
H *= (1.0 + p)
The factor p should be chosen so that p < (minimum cost of taking one step) / (expected maximum path length)
I just used a fixed constant of 0.001 which seems to work fine for me, you may want to fiddle.
Four Direction:
H = Math.Abs(StartX - EndX) + Math.Abs(StartY - EndY) * m_tieBreaker;
Eight Direction:
H = Math.Sqrt(Math.Pow(StartX - EndX, 2) + Math.Pow(StartY - EndY, 2)) * m_tieBreaker;
Dooobs 2 years ago