Summary of examples of javascript implementation of A* algorithm
This article mainly introduces the use of JavaScript to implement the eight-digit heuristic A* algorithm animation effect on web pages. Friends in need can refer to the recent artificial intelligence class teacher assigned an eight-digit experiment. I have seen many eight-digit inspirations on the Internet. Formula A* algorithm, but most of them are implemented on the console using C or C++, so I used js to make a similar one on the web page. First of all, the eight-digit number is a nine-square grid, with one space in it, and the other eight corresponding numbers 1-8. Move the spaces so that the final state is in order, as shown below. The heuristic algorithm refers to using a heuristic function to solve the problem that does not comply with the rules. The solution nodes are removed to reduce the solution space of the problem. The A* algorithm is a heuristic algorithm that uses an evaluation function. In this example, the number of grids that differ between the current node state and the final node state is used to evaluate the quality of the node. The superior nodes are stored and expanded later, and the inferior nodes are discarded. . To achieve this using the web, first add nine input text boxes as shown in the figure in the html. The background image is a digital grid. The page code is 1. Introduction to the graphic code that uses JavaScript to implement the eight-digit heuristic A* algorithm animation effect on web pages
Introduction: This article mainly introduces the use of JavaScript to implement the eight-digit heuristic A* algorithm animation effect on web pages. Friends in need can refer to it
2. HTML5+A* algorithm to implement code sharing for game pathfinding
##Introduction: Function description: A pathfinding demo completed by combining the A* algorithm and HTML5. Click any location on the map, and the bird will find the shortest distance to reach the location
Introduction: The previous chapter talked about the use of the A star algorithm in cocos2dx. This chapter talks about A* combined with tiledmap. Let’s take a look first. The rendering is a bit ugly, bear with it. The green blocks represent the walking route of the character (the result of the A* algorithm). The red part represents the points searched by the A* algorithm (the fewer, the faster the speed). The black part (actually colorless) block, because the background is black) represents the obstacle. This picture is
Introduction: Copy the header file and source file to the project and you can use it! have fun using cocos2dx 3.2 The principles are the same. The light blue points are the map. The dark blue points are obstacles. The green points are the paths. The dark green points are search. The red points that have been passed are the points that are walked according to the path. The dijkstra algorithm will find the shortest path, but there are many paths that have been searched (the calculation speed is slow). The best
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