An enhancement of a path-findinb algorithm applied in maze solver / Carluen, Khryz Garnier G. and Marcelo, Remo Adrian A. 6

By: Carluen, Khryz Garnier G. and Marcelo, Remo Adrian A. 4 0 16, [, ] | [, ] |
Contributor(s): 5 6 [] |
Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; March 2017.46Edition: Description: 28 cm. 37 ppContent type: text Media type: unmediated Carrier type: volumeISBN: ISSN: 2Other title: 6 []Uniform titles: | | Related works: 1 40 6 []Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- -- -- 20 -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:
Contents:
Action note: In: Summary: ABSTRACT: Searching for the fastest way one go from a place to another has been made easy by the use of path-finding algorithms, one of which is A*, algorithm that surpasses the other of its kind with the use of heuristics to guide its search. This study aims to further enhance A* by finding its problems and its limitations, implementing it on an application and solving the problems of the existing A* algorithm are: it only produces one path, only considers distance in the calculation of the cost, and doesn't rank the paths according to optimality. Thorough research on how to improve the algorithm and comparisons between A* and other path-finding algorithms, as well as manually simulating the algorithm have been conducted. In order to solve the problems of the existing algorithm, we considered adding time as another factor in calculating the cost of the path and also allowed generating multiple optimal paths, as well as ranking the depending on their optimality. The proposed algorithm is much better for users to choose which path to take according to the multiples paths produced, and to choose if this path will take a larger distance but less time, choosing in the ranking provided. We recommend the proposed algorithm to future researchers, this can be used in their study. We also recommend to use this algorithm in different types of applications, mainly games and path-finding. Other editions:
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Thesis: (BSCS major in Computer Science) -Pamantasan ng Lungsod ng Maynila, 2017. 56

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ABSTRACT: Searching for the fastest way one go from a place to another has been made easy by the use of path-finding algorithms, one of which is A*, algorithm that surpasses the other of its kind with the use of heuristics to guide its search. This study aims to further enhance A* by finding its problems and its limitations, implementing it on an application and solving the problems of the existing A* algorithm are: it only produces one path, only considers distance in the calculation of the cost, and doesn't rank the paths according to optimality. Thorough research on how to improve the algorithm and comparisons between A* and other path-finding algorithms, as well as manually simulating the algorithm have been conducted. In order to solve the problems of the existing algorithm, we considered adding time as another factor in calculating the cost of the path and also allowed generating multiple optimal paths, as well as ranking the depending on their optimality. The proposed algorithm is much better for users to choose which path to take according to the multiples paths produced, and to choose if this path will take a larger distance but less time, choosing in the ranking provided. We recommend the proposed algorithm to future researchers, this can be used in their study. We also recommend to use this algorithm in different types of applications, mainly games and path-finding.

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