A* for multiple units
Yep will be able to - shall drop it in tonight - at work at the mo ;)
One technique you could employ which would work with both static maps and ones changed by adding towers to the grid would be a variation on the concept for the classic perfect maze algorithm to create a movement vector on each node in the grid. This would only need to be recalculated when adding or removing towers.
In this approach each node knows what node the creeps need to move to next, and is unaffected by the size of the grid and number of creeps. Since the creeps don’t need to do any path finding themselves they just move in whatever direction the current node dictates. Some simple pruning techniques could also be employed to prevent the calculations of a movement vector for nodes that will never be entered.
In this approach each node knows what node the creeps need to move to next, and is unaffected by the size of the grid and number of creeps. Since the creeps don’t need to do any path finding themselves they just move in whatever direction the current node dictates. Some simple pruning techniques could also be employed to prevent the calculations of a movement vector for nodes that will never be entered.
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Quote: Original post by TechnoGoth
[...]create a movement vector on each node in the grid. This would only need to be recalculated when adding or removing towers.
In this approach each node knows what node the creeps need to move to next[...]
FYI, such a rule is called a policy. The optimal movement vector field is the gradient of the shortest-distance-from-here-to-goal function, called the "cost-to-go."
Hi nietger,
Here's my code for a binary heap for A*. You'll need to change the data type it stores to what ever your using (Just done for my own purposes). There are a few hazzards are the moment like the sizing of the HeapStructure is static. I need to make the dynamic at some point.
Key things to note are:
m_CellsInList is just a hash table (I'm in the middle of messing around with that code at the moment)
The main driver for the code is the m_FScore member var, which will determine the position of the object in the heap.
Hope this is of some help
Mark
BinaryHeap.h
BinaryHeap.cpp
Here's my code for a binary heap for A*. You'll need to change the data type it stores to what ever your using (Just done for my own purposes). There are a few hazzards are the moment like the sizing of the HeapStructure is static. I need to make the dynamic at some point.
Key things to note are:
m_CellsInList is just a hash table (I'm in the middle of messing around with that code at the moment)
The main driver for the code is the m_FScore member var, which will determine the position of the object in the heap.
Hope this is of some help
Mark
BinaryHeap.h
struct HeapStructure{ GridCell* MapElement; // The type of data stored in the heap long HeapPosition; // This is used to determine where in the heap and oject exists, and if/when it is updated this value is used to help // reposition it in calles to updateHeap()};class BinaryHeap{public: BinaryHeap() { m_MAX_ELEMENTS = 100000; m_ElementsInList = 0; p_mBinaryHeap = new HeapStructure*[m_MAX_ELEMENTS]; } ~BinaryHeap() { m_CellsInList.RemoveAll(); for (long LoopCtr = 0; LoopCtr < m_ElementsInList; LoopCtr++) { delete p_mBinaryHeap[LoopCtr]->MapElement; delete p_mBinaryHeap[LoopCtr]; } delete[] p_mBinaryHeap; } int m_MAX_ELEMENTS; int left(int root) const; int right(int root) const; int parent(int child) const; void insertElement(GridCell* DataElement); GridCell* removeMin(); // Removes and returns the minimum object from the heap and reheaps the set void reHeap(int root); // Reheaps the heap from the root downwards int count() const; void clearHeap(); // Clears out the heap bool checkElementExists(GridCell* DataElement, long *FScore); const GridCell* getMin(); // Returns the minimum object from the heap, the heap is left unaffected bool checkHeapValidity(); // Checks that the heap is valid. Ensures that no element is less than the root and the element positions are correct void updateHeap(int child); // This will update the heap from a child, bubbling upwards to the root in the case of an in heap updateprivate: HeapStructure** p_mBinaryHeap; // The data structure of the heap itself, it holds pointers to HeapStructure objects C3DHashtable<HeapStructure*> m_CellsInList; // Hash table used to determine whether an object is already in the heap long m_ElementsInList; // Number of elements in the heap};
BinaryHeap.cpp
// Binary Heap implemetation to improve the A* Path finding algrothim's performance for Open and Closed list maintaiance.#include "BinaryHeap.h"#include <vector>using namespace std;int BinaryHeap::left(int root) const{ return (root * 2) + 1;}int BinaryHeap::right(int root) const{ return (root * 2) + 2;}// Calculates the position of a parent of a child int BinaryHeap::parent(int child) const{ return (child - 1) / 2;}// Determines if an element exists in the heapbool BinaryHeap::checkElementExists(GridCell* DataElement, long *FScore){ HeapStructure* lExistingHeapRecordDataItem = NULL; if (m_CellsInList.Exists(static_cast<int>(DataElement->m_X), static_cast<int>(DataElement->m_Y), 0) == true) { lExistingHeapRecordDataItem = m_CellsInList.Retrieve(static_cast<int>(DataElement->m_X), static_cast<int>(DataElement->m_Y), 0); *FScore = lExistingHeapRecordDataItem->MapElement->m_FScore; return true; } return false;}// This method will either insert a new element into the heap, or if it finds that the element already exists then it will update // that element and maintain the heap to ensure is the properties are still correct.// It updates both the actual heap and the m_CellsInList, which is just a hash dictionary to record the position and existance of // elements in the heapvoid BinaryHeap::insertElement(GridCell* DataElement){ int new_pos; HeapStructure* lHeapRecordDataItem = NULL; HeapStructure* lExistingHeapRecordDataItem = NULL; if (DataElement->m_X == 6 && DataElement->m_Y == -3) { printf("Test Element %d", DataElement->m_FScore); } if (m_ElementsInList+1 >= m_MAX_ELEMENTS) { printf("Max Array Error %d", m_MAX_ELEMENTS); } lExistingHeapRecordDataItem = m_CellsInList.Retrieve(static_cast<int>(DataElement->m_X), static_cast<int>(DataElement->m_Y), 0); if (lExistingHeapRecordDataItem == NULL) { if (m_ElementsInList == 0) { lHeapRecordDataItem = new HeapStructure; lHeapRecordDataItem->MapElement = new GridCell(static_cast<long>(DataElement->m_X), static_cast<long>(DataElement->m_Y), DataElement->m_FScore); p_mBinaryHeap[m_ElementsInList] = lHeapRecordDataItem; lHeapRecordDataItem->HeapPosition = m_ElementsInList; m_ElementsInList++; } else { lHeapRecordDataItem = new HeapStructure; lHeapRecordDataItem->MapElement = new GridCell(static_cast<long>(DataElement->m_X), static_cast<long>(DataElement->m_Y), DataElement->m_FScore); p_mBinaryHeap[m_ElementsInList] = lHeapRecordDataItem; lHeapRecordDataItem->HeapPosition = m_ElementsInList; new_pos = m_ElementsInList; m_ElementsInList++; while((new_pos != 0) && (p_mBinaryHeap[new_pos]->MapElement->m_FScore <= p_mBinaryHeap[parent(new_pos)]->MapElement->m_FScore)) //loop while the item has not become the main root, and while its value is less than its parent { swap(p_mBinaryHeap[new_pos], p_mBinaryHeap[parent(new_pos)]); //swap the value of item with its lesser parent p_mBinaryHeap[new_pos]->HeapPosition = new_pos; p_mBinaryHeap[parent(new_pos)]->HeapPosition = parent(new_pos); new_pos = parent(new_pos); //update the item's positions } p_mBinaryHeap[new_pos]->HeapPosition = new_pos; p_mBinaryHeap[parent(new_pos)]->HeapPosition = parent(new_pos); } m_CellsInList.Insert(static_cast<int>(lHeapRecordDataItem->MapElement->m_X), static_cast<int>(lHeapRecordDataItem->MapElement->m_Y), 0, lHeapRecordDataItem); } else { // We're inserting a cell that already exists - in this case we need to re-heap to ensure the heap's // properly is maintained. long lTestFScore; bool lElementExists = checkElementExists(DataElement, &lTestFScore); if (lElementExists == true) { lExistingHeapRecordDataItem = NULL; lExistingHeapRecordDataItem = m_CellsInList.Retrieve(static_cast<int>(DataElement->m_X), static_cast<int>(DataElement->m_Y), 0); if ( lExistingHeapRecordDataItem != NULL) { // Update the F Score of the Map Element in the search list. This will then be resorted by the call to reHeap() if it is any better then before //if (lExistingHeapRecordDataItem->MapElement->m_FScore != DataElement->m_FScore) { printf("F Score Change Found"); lExistingHeapRecordDataItem->MapElement->m_FScore = DataElement->m_FScore; if ( p_mBinaryHeap[lExistingHeapRecordDataItem->HeapPosition]->MapElement->m_FScore < p_mBinaryHeap[parent(lExistingHeapRecordDataItem->HeapPosition)]->MapElement->m_FScore ) { swap(p_mBinaryHeap[parent(lExistingHeapRecordDataItem->HeapPosition)], p_mBinaryHeap[lExistingHeapRecordDataItem->HeapPosition]); p_mBinaryHeap[lExistingHeapRecordDataItem->HeapPosition]->HeapPosition = lExistingHeapRecordDataItem->HeapPosition; p_mBinaryHeap[parent(lExistingHeapRecordDataItem->HeapPosition)]->HeapPosition = parent(lExistingHeapRecordDataItem->HeapPosition); // Perform Heap Maintainance to correct the heap following an items update. updateHeap(lExistingHeapRecordDataItem->HeapPosition); } } } else { // Not good - we think we have a record of an element, but it wasn't found! printf("Null Pointer Error on existing element!"); } } else { printf("Element Does Not Exist, Error!"); } }}// The purpose of this method is to determine if the heap is valid. There are two things that are checked://// 1. That for ever item in the heap it is less than the root element [0]// 2. That the recorded position of an element is the heap is correct and corresponds to the array position// ONLY USE FOR DEBUGGING - obviously completly ruins any performance gains//bool BinaryHeap::checkHeapValidity(){ bool lHeapValid = true; // For the heap to be valid the zeroth element must be the lowest in the set and // the HeapPosition of each element must be correct for (long loopIndex = 0; loopIndex < m_ElementsInList; loopIndex++) { if (p_mBinaryHeap[loopIndex]->MapElement->m_FScore < p_mBinaryHeap[0]->MapElement->m_FScore) { lHeapValid = false; break; } if (p_mBinaryHeap[loopIndex]->HeapPosition != loopIndex) { lHeapValid = false; break; } } return lHeapValid;}// Simply returns the minumum cell in the heap. This does not affect the listconst GridCell* BinaryHeap::getMin(){ return p_mBinaryHeap[0]->MapElement;}// This method will remove the minimum element from the heap. The caller must delete the returned GridCell pointer.GridCell* BinaryHeap::removeMin(){ m_ElementsInList--; //update the amount of elements in heap if(m_ElementsInList != 0) //if we didn't delete the root { swap(p_mBinaryHeap[0], p_mBinaryHeap[m_ElementsInList]); p_mBinaryHeap[0]->HeapPosition = 0; p_mBinaryHeap[m_ElementsInList]->HeapPosition = -1; // Using -1 as this is not a valid heap position value, this it's not in use! reHeap(0); } if ( m_CellsInList.Remove(static_cast<int>(p_mBinaryHeap[m_ElementsInList]->MapElement->m_X), static_cast<int>(p_mBinaryHeap[m_ElementsInList]->MapElement->m_Y), 0) == false) { printf("Error deleting object"); return NULL; } return p_mBinaryHeap[m_ElementsInList]->MapElement;}void BinaryHeap::reHeap(int root){ int child = left(root); if (child <= (m_ElementsInList-1)) { if((p_mBinaryHeap[child]->MapElement->m_FScore > p_mBinaryHeap[child+1]->MapElement->m_FScore) && child < (m_ElementsInList-1 )) //if a right child exists, and it's bigger than the left child, it will be used child++; if(p_mBinaryHeap[root]->MapElement->m_FScore <= p_mBinaryHeap[child]->MapElement->m_FScore) //if root is bigger than its largest child, stop. { p_mBinaryHeap[root]->HeapPosition = root;//parent(new_pos); p_mBinaryHeap[child]->HeapPosition = child; return; } swap(p_mBinaryHeap[root], p_mBinaryHeap[child]); //swap root and its biggest child p_mBinaryHeap[root]->HeapPosition = root;//parent(new_pos); p_mBinaryHeap[child]->HeapPosition = child; reHeap(child); //continue the process on root's new children } else { return; }}// A key method when updating an already existing object in the heap. This will ensure it is corrected following the updatevoid BinaryHeap::updateHeap(int child){ int root = parent(child); if (child <= (m_ElementsInList-1)) { //if((p_mBinaryHeap[child]->MapElement->m_FScore > p_mBinaryHeap[child+1]->MapElement->m_FScore) && child < (m_ElementsInList-1 )) //if a right child exists, and it's bigger than the left child, it will be used // child++; if(p_mBinaryHeap[root]->MapElement->m_FScore <= p_mBinaryHeap[child]->MapElement->m_FScore) //if root is bigger than its largest child, stop. { p_mBinaryHeap[root]->HeapPosition = root;//parent(new_pos); p_mBinaryHeap[child]->HeapPosition = child; return; } swap(p_mBinaryHeap[root], p_mBinaryHeap[child]); //swap root and its biggest child p_mBinaryHeap[root]->HeapPosition = root;//parent(new_pos); p_mBinaryHeap[child]->HeapPosition = child; updateHeap(root); //continue the process on root's new children } else { return; }}int BinaryHeap::count() const{ return m_ElementsInList;}void BinaryHeap::clearHeap(){ m_ElementsInList = 0; delete p_mBinaryHeap; }
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