I have implemented the A* Algorithm According to Wikipedia's implementation at here However, it is too slow to run in mobile devices. I have to wait endless hours to finish the function though it runs fine on desktop computer. Is there anything I can do to optimize the algorithm?
Here's the actual code
public DriveRoute findroute(routenode from, routenode to)
{
Dictionary<int, routenode> openlist = new Dictionary<int, routenode>();
openlist.Add(from.nodeid, from);
Dictionary<int, routenode> closedlist = new Dictionary<int, routenode>();
Dictionary<int, double> gscores = new Dictionary<int, double>();
gscores.Add(from.nodeid, 0);
Dictionary<int, double> hscores = new Dictionary<int, double>();
hscores.Add(from.nodeid, distanceForRouting(from.latlon, to.latlon));
Dictionary<int, double> fscores = new Dictionary<int, double>();
fscores.Add(from.nodeid, gscores[from.nodeid] + hscores[from.nodeid]);
Dictionary<int, routenode> came_from = new Dictionary<int, routenode>();
while (openlist.Values.Count > 0)
{
routenode x = getLowestFscore(openlist, fscores);
if (x.latlon.Equals(to.latlon))
{
return rebuildPathWay(came_from, to);
}
openlist.Remove(x.nodeid);
closedlist.Add(x.nodeid, x);
foreach (routearc arc in x.outgoingarcs)
{
if (closedlist.Keys.Contains(arc.endnode))
continue;
double tentative_g_score = gscores[x.nodeid] + arc.time;
bool tentative_is_better = false;
if (!openlist.Keys.Contains(arc.endnode))
{
openlist.Add(arc.endnode, map.routenodes[arc.endnode]);
tentative_is_better = true;
}
else if (tentative_g_score < gscores[arc.endnode])
{
tentative_is_better = true;
}
if (tentative_is_better)
{
if (came_from.ContainsKey(arc.endnode))
came_from[arc.endnode] = x;
else
came_from.Add(arc.endnode, x);
gscores[arc.endnode] = tentative_g_score;
hscores[arc.endnode] = distanceForRouting(arc.endlatlon, to.latlon);
fscores[arc.endnode] = gscores[arc.endnode] + hscores[arc.endnode];
}
}
}
return null;
}
It is hard to give any hints without seeing the entire code, but I may be able to give some hints:
The main action you do on dictionary is to find something with the lowest cost. The data-structure behind dictionary should be optimized for this operation. A classic data-structure would be a heap (not the thing related to new/delete malloc/free but the datastructure: http://en.wikipedia.org/wiki/Heap_%28data_structure%29 )
You'll find sub-types of this data-structure like fibonacci-heaps and so on. It's worth to give them a try. Without ever having implemented A* I'd also give the splay-tree a try (do a search on wiki will give you hits).
Second: Do you insert and remove nodes during the run-time of the algorithm? If so make sure you build yourself a pool of pre-allocated nodes and use this instead of calling new/delete or malloc/free. Memory allocations can be very slow.
You should cache your scores for each node in a priority queue. That way, you just need to pop off the first node from the priority queue each time you need a new node, instead of having to call getLowestFscore.
When implementing the PriorityQueue, just use a SortedDictionary<int, List<routenode>>
. Use SetDefault (see here for an example) to make your life easier.
Also, since you are having more trouble on mobile devices, it might be a memory issue. In which case, you might want to consider using a bounded BeamSearch - it won't give you the best results each time, but it should run faster.
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