Questions tagged [heuristics]

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A* heuristic for a map that can have roads

I have a 2D grid which I am performing A* pathfinding on. Nodes are connected via a value of 3 in most cases (some connections are more expensive). In some (depends on the gameplay) circumstances the ...
AyCe's user avatar
  • 111
2 votes
1 answer
58 views

Is speed runs ranking mechanism heuristic or statistics based?

I'm looking to implement some sort of speed run mode in my game. Let's say I want to assign each level three 'winning' bars, (bronze, silver and gold for example), which are independent of the player,...
GoldenSpecOps's user avatar
7 votes
3 answers
456 views

Can A* path finding cost functions allow for path following shapes?

Recently I begun developing a game prototype which could create procedural generated dungeons using a collection of room types. To ensure the hallway paths between these rooms would always be ...
CluelessGameMaker's user avatar
3 votes
1 answer
1k views

How to choose and scale heuristics for A-star on a graph?

I am trying to find the best and scale my cost function for my algorithm. I am following amit blog which explain that (http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#manhattan-...
Snoopyjackson's user avatar
2 votes
2 answers
502 views

AI for Shogi, dealing with high branching factor due to drop rule [closed]

I'm writing a Shogi program with a computer player in Java from scratch as my undergradute dissertation project. Due to the drop rule, when the computer player captures a few pieces, the branching ...
user3301833's user avatar
2 votes
1 answer
1k views

Pathfinding and clusters

For an assignment, I am required to implement an A* algorithm in order to find the shortest path between two object using different heuristics null, this effectively becomes Dijkstra Euclidean ...
fryBender's user avatar
  • 152
0 votes
2 answers
139 views

Speed dependent arc question

I'm currenlty working on an assignment and would appreciate any sort of help on the following implementation The question follows We are tasked to implement some heuristics but one of them is ...
fryBender's user avatar
  • 152
2 votes
1 answer
512 views

Dual marching squares/cubes - divide or do not divide a node?

In the marching squares/cubes algorithm, how is it decided if a node in the quadtree/octree will be divided further (into 2^dimension nodes)? I read about this ...
AturSams's user avatar
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3 votes
0 answers
1k views

Pathfinding with portals? [closed]

I'm not making a game with portals in it (one way or bidirectional). These portals instantly teleport characters from one location to another. How would I implement pathfinding? Here's an animation ...
congusbongus's user avatar
  • 14.8k
6 votes
3 answers
7k views

In A star, how does the heuristic help determine your path?

Say you're using a 4 by 5 grid. The G cost for horizontal and vertical movement is 10, and the G cost for diagonal movement is 14. On this page: http://theory.stanford.edu/~amitp/GameProgramming/...
Mastrolinie's user avatar
7 votes
4 answers
278 views

Measuring enemy "success" against player

I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...
Lewis Wakeford's user avatar
26 votes
4 answers
26k views

Bezier curve arc length

See also: same question on Math.SE How can I find the arclength of a Bezier curve? For example, a linear Bezier curve has the length: ...
Mateen Ulhaq's user avatar