Pathfinding & decisions · 1 / 10
A* Search
残り距離の見積もりを使って経路を探す。
Compare in motion
Interactive model
迷路を進む敵
AReference
壁を考慮しない移動
BA* Search100%
目的地へ向かう経路を決められる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 見積もりを使い経路を探索 → 道に沿って進む。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 迷路を進む敵
1. Start
出発点と目的地
2. Change
見積もりを使い経路を探索
3. Result
道に沿って進む
How it works
1. Input
地図と出発・目的地
2. Process
累積コスト+推定残りで探索
3. Result
目的地への経路
Further reading
Red Blob Games — A* Introduction ↗A general reference for this subcategory.