I'm in the process of making a 2D tile map and i'm now trying to implement A* pathfinding. I'm following the Wikipedia pseudocode for A*.
Things are going quite well except for some weird behaviour in the decisions taken by the algorithm.
My code so far:
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);
}
}
}
}
}
The result of running this code:
Blue is the nodes from the open list and green is the path chosen to the goal node.
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);
}
}
}
}
}
A* algorithm A* assigns a weight to each open node equal to the weight of the edge to that node plus the approximate distance between that node and the finish. This approximate distance is found by the heuristic, and represents a minimum possible distance between that node and the end.
A* pathfinding algorithm is arguably the best pathfinding algorithm when we have to find the shortest path between two nodes. A* is the golden ticket, or industry standard, that everyone uses. Dijkstra's Algorithm works well to find the shortest path, but it wastes time exploring in directions that aren't promising.
A* is the most popular choice for pathfinding, because it's fairly flexible and can be used in a wide range of contexts. A* is like Dijkstra's Algorithm in that it can be used to find a shortest path. A* is like Greedy Best-First-Search in that it can use a heuristic to guide itself.
Explanation: There exists no path from start to end.
First, your open Nodes should be sorted in descending order, while in your code - there is no ordering. You compute the distance (g) and the heuristics (h) but never actually use it. You should consider using ordered container instead of lists (as sorting lists in each iteration won't be efficient)
Second, you do not store the heuristic value in the node as
n.G = h_score;
should be
n.H = h_score;
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