Changes between Version 2 and Version 3 of doc/tec/mas/agent_pathfinding


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Timestamp:
Sep 21, 2018 12:13:44 PM (7 years ago)
Author:
sward
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  • doc/tec/mas/agent_pathfinding

    v2 v3  
    77{{{#!td style="vertical-align:top; text-align:left"
    88During the simulation each agent receives target coordinates (see [wiki:/doc/app/agtpar#at_x at_x] and [wiki:/doc/app/agtpar#at_y at_y]). Each agent must then find a path from its current position to its target using the visibility graph. This is accomplished using the '''A^*^-algorithm''' which is a well-known fast pathfinding algorithm (click [http://theory.stanford.edu/~amitp/GameProgramming/ here] for a thorough explanation). For this, \\
    9 * the agent's current position and its target are added to the [../agent_preprocessing visibility graph], \\\\
    10 * the shortest path between these two points is calculated, \\\\
     9* the agent's current position and its target are added to the **[../agent_preprocessing visibility graph]**, \\\\
     10* the shortest path between these two points is calculated using A^*^, \\\\
    1111* the navigation points are shifted outward from the obstacle corner to a random position along a "gate" (see [wiki:/doc/app/agtpar#corner_gate_start corner_gate_start] and [wiki:/doc/app/agtpar#corner_gate_width corner_gate_width]) to avoid collisions with obstacles or other agents,\\\\
    1212* pathfinding is run again with each successive pair of navigation points along the path to avoid intersection of path sections with obstacles resulting from the outward shift,\\\\