Changes between Version 2 and Version 3 of doc/tec/mas/agent_pathfinding
- Timestamp:
- Sep 21, 2018 12:13:44 PM (7 years ago)
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doc/tec/mas/agent_pathfinding
v2 v3 7 7 {{{#!td style="vertical-align:top; text-align:left" 8 8 During 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^*^, \\\\ 11 11 * 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,\\\\ 12 12 * 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,\\\\