在2D数组中实现A *寻路

时间:2013-11-02 19:29:21

标签: c# algorithm search artificial-intelligence a-star

我正在制作2D平铺地图,现在我正在尝试实现A *寻路。我正在关注the Wikipedia pseudocode for A*

除了算法所做出的决定中的一些奇怪行为外,事情进展顺利。

到目前为止我的代码:

void Pathfinding(Point from, Point destination) {

    goalNode = new Node(destination, 0, 0);
    startNode = new Node(from, 0, ManhattanDistance(from, destination));

    open = new List<Node>();            //list of nodes
    closed = new List<Node>();
    open.Add(startNode);                //Add starting point

    while(open.Count > 0) {

        node = getBestNode();                   //Get node with lowest F value
        if(node.position == goalNode.position) {
            Debug.Log("Goal reached");
            getPath(node);
            break;
        }
        removeNode(node, open);
        closed.Add(node);

        List<Node> neighbors = getNeighbors(node);
        foreach(Node n in neighbors) {
            float g_score = node.G + 1;
            float h_score = ManhattanDistance(n.position, goalNode.position);
            float f_score = g_score + h_score;

            if(isValueInList(n, closed) && f_score >= n.F) 
                continue;

            if(!isValueInList(n, open) || f_score < n.F) {
                n.parent = node;
                n.G = g_score;
                n.G = h_score;
                if(!isValueInList(n, open)) {
                    map_data[n.position.x, n.position.y] = 4;
                    open.Add(n);
                }
            }
        }
    }
}

运行此代码的结果:

蓝色是打开列表中的节点,绿色是选择到目标节点的路径。

SOLUTION:

void Pathfinding(Point from, Point destination) {

    goalNode = new Node(destination, 0, 0);
    startNode = new Node(from, 0, ManhattanDistance(from, destination));

    open = new List<Node>();            //list of nodes
    closed = new List<Node>();
    open.Add(startNode);                //Add starting point

    while(open.Count > 0) {

        node = getBestNode();                   //Get node with lowest F value
        if(node.position == goalNode.position) {
            Debug.Log("Goal reached");
            getPath(node);
            break;
        }
        removeNode(node, open);
        closed.Add(node);

        List<Node> neighbors = getNeighbors(node);
        foreach(Node n in neighbors) {
            float g_score = node.G + 1;
            float h_score = ManhattanDistance(n.position, goalNode.position);
            float f_score = g_score + h_score;

            if(isValueInList(n, closed) && f_score >= n.F) 
                continue;

            if(!isValueInList(n, open) || f_score < n.F) {
                n.parent = node;
                n.G = g_score;
                n.H = h_score;
                if(!isValueInList(n, open)) {
                    map_data[n.position.x, n.position.y] = 4;
                    open.Add(n);
                }
            }
        }
    }
}

1 个答案:

答案 0 :(得分:4)

首先,您的打开节点应按降序排序,而在您的代码中 - 没有排序。您计算距离(g)和启发式(h)但从未实际使用它。您应该考虑使用有序容器而不是列表(因为每次迭代中的排序列表效率不高)

其次,您不将启发式值存储在节点中

n.G = h_score;

应该是

n.H = h_score;