Fabry Posted December 28, 2007 Share Posted December 28, 2007 In my game, I will show it, there are only wall (x) and floor (F=1) then the lowest "F" cost of all the adjacent is always F=1.The game is in real time and the coordinate of goal and start are costantly refreshed thus I need only the first 2 element because having the whole $path is useless because the goal is changed. A lan chat (Multilanguage)LanMuleFile transferTank gameTank 2 an online game[center]L'esperienza è il nome che tutti danno ai propri errori.Experience is the name everyone gives to their mistakes.Oscar Wilde[/center] Link to comment Share on other sites More sharing options...
zxzxzx Posted December 29, 2007 Share Posted December 29, 2007 A * Searching Algorithm - Pronounced "A star"UPDATED: June 27, 2007A bot path searching algorithm that will find the shortest and least cost path to the final state (goal). I wrote an example to visually explain how this is used in the real world. This type of bot searching is commonly used in games that are based on a grid system. The images below are taken from the example program that you can get below this description.For example, say we have a map of some terrain. Shown below.The bot must reach the goal with the shortest distance possible (if the path exists). The bot must also take into account different terrain types, each of them have their own difficulty level of traveling. The easiest type of terrain to move on is flat ground, so the bot will choose this over any other. The difficulty levels are ordered from easiest to hardest below.Easy - Flat groundMedium - SandHard - WaterVery Hard - HillThe bot then searches all possible nodes, only searching those that are the easiest to travel on as well as those closest to the goal. Below shows the nodes that the bot searches denoted with a yellow block "SN". Note that not all the nodes on the grid are searched, that is why this algorithm is so fast.The bot then calculates the shortest and easiest path to get to the goal only using those searched nodes. Below is the path the bot takes.NOTE RULES: 1. There must be a Start and a Goal. 2. The path does not have to exist.Below is a GUI example that lets you see how this works. If you are wanting to use this in something of your own then download the attachment below named starterkit. It will get your started on the right track.oks o ive posted my code!... its not very good scripting tho.. very noobishThank Link to comment Share on other sites More sharing options...
Toady Posted May 21, 2008 Author Share Posted May 21, 2008 *Update* - May 21, 2008 Gui constants were outdated. Now works properly. www.itoady.com A* (A-star) Searching Algorithm - A.I. Artificial Intelligence bot path finding Link to comment Share on other sites More sharing options...
BillLuvsU Posted May 22, 2008 Share Posted May 22, 2008 very impressive toady. I can't believe I just now saw this. I created somthing similer earlier for my game but it was much slower. This solves alot of problems. [center][/center]Working on the next big thing.Currently Playing: Halo 4, League of LegendsXBL GT: iRememberYhslaw Link to comment Share on other sites More sharing options...
TnTProductions Posted May 22, 2008 Share Posted May 22, 2008 cool cant wait to try it out! "FREEDOM is not FREE""Its a good thing war is so terrible, or we grow too fond of it" -Robert E. Lee[quote]Firestrom: global $warming = False[/quote]My scripts:Desktop Cleaner---->Total Downloads:167;;;;;;;;;;1;;;;;;1;;;;;;;;;;;;;11;;;;;;;;;;;;;;;;1;;;;;;1;;;;;;;;;;;;;11;;;;;;;;;;;;;;;;1;;;;;;1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;111111;;;;;;;;;;;;;;11;;;;;;;;;;;;;;;;1;;;;;;1;;;;;;;;;;;;;;11;;;;;;;;;;;;;;;;1;;;;;;1;;;;;;;;;;;;;;11;;;;;;"a wise man once said why use your skills when we have technology" Link to comment Share on other sites More sharing options...
WeMartiansAreFriendly Posted October 13, 2008 Share Posted October 13, 2008 (edited) Quite impressive! Actually it looks like it could be used to solve mazes Edited October 13, 2008 by mrRevoked Don't bother, It's inside your monitor!------GUISetOnEvent should behave more like HotKeySet() Link to comment Share on other sites More sharing options...
Simucal Posted October 15, 2008 Share Posted October 15, 2008 Toady, Very nice application! It seems like a very good learning tool for those new to Graphs, Graph Traversal, and Pathing Algorithms. If you feel like expanding it you might consider having a few other algorithms that the user can select and run against your maze so the user can see the physical difference of the nodes that each one evaluates. Maybe something like: * Dijkstra's Algorithm (Really A* is a specialized variant of Dijkastra's) * B-Star (B*) - Storing Intervals of nodes of the tree * D-Star (D*) - As far as I know places like Garmin/TomTom use specialized D* for finding best paths in partially known enviornments to plan your driving route. * Depth and Breadth first traversal. Along with visually showing the user the nodes it is considering along the way. and apart from path finding.. implementing something like the Floyd-Warshall algorithm to find the shortest point between all vertices would be kind of cool. Might be slow at O(V^3).. but with this small a graph it shouldn't be too bad. Another expansion you could do is to find a flash game that is maze like and embed it into an autoit app. You can then have a maze-solver utilizing Depth-First or one of your Best-First algorithms. Watching it automate and solve the flash-games mazes would definately be cool! AutoIt Scripts:Aimbot: Proof of Concept - PixelSearching Aimbot with several search/autoshoot/lock-on techniques.Sliding Toolbar - Add a nice Sliding Toolbar to your next script. Click the link to see an animation of it in action!FontInfo UDF - Get list of system fonts, or search to see if a particular font is installed.Get Extended Property UDF - Retrieve a files extended properties (e.g., video/image dimensions, file version, bitrate of song/video, etc) Link to comment Share on other sites More sharing options...
Triblade Posted June 7, 2009 Share Posted June 7, 2009 Looks great!!, and I can surely use this in a 'simulation' I'm cooking up. Only, if I tick the allow diagonal moves box, it does do diagonal, but not with walls besides them. See attachement above for what I mean. I have drawn two lines over the squares. The left one does not count and the right one does. Bug or feature? My active project(s): A-maze-ing generator (generates a maze) My archived project(s): Pong3 (Multi-pinger) Link to comment Share on other sites More sharing options...
Hawkwing Posted August 16, 2009 Share Posted August 16, 2009 Feature I would guess. Me and UnknownWarrior are probably going to use this for the game we are making.Very nice! The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. Link to comment Share on other sites More sharing options...
Shanheavel Posted January 31, 2011 Share Posted January 31, 2011 Hello, I know it's very old topic, but I need to make path finder without GUI. I want to use arrays (for example): $Array[1] = "0" $Array[2] = "0" $Array[3] = "1" ... 0 - open space 1 - wall Can someone helps remove GUI? Link to comment Share on other sites More sharing options...
Mat Posted February 1, 2011 Share Posted February 1, 2011 Look at the code and you'll see that it is very well commented, and the GUI is clearly split from the logic. There is a line like this: ;==================== END OF MAIN ================= And after that it is the algorithm. You'll also see this: ;============ * How to use this code * ============ ; Below is the A * Searching algorithm and its ; required functions to work. ; This is coded to work with 2D spaces only. ; Everything below is all you need to get started. ; 1. Initialize a 2D array ; $data[5][5] = [["x","x","x","x","x"], _ ; ["x","s","0","x","x"], _ ; ["x","x","0","x","x"], _ ; ["x","x","0","g","x"], _ ; ["x","x","x","x","x"]] ; NOTE: Array MUST have x's around entire paremeter ; There must be a "s" and a "g". "0" means bot can walk here ; 2. Convert array into node objects ; _CreateMap($data,5,5) ; 3. Calculate path ; Dim $path = _FindPath($data,$data[1][1],$data[3][3]) ; 4. Thats all! ; The variable $path contains an array of the path in "x,y" format ; _ArrayDisplay($path) will show the the full path ;================================================== That should be enough to get you started. Mat AutoIt Project Listing Link to comment Share on other sites More sharing options...
cembry90 Posted February 1, 2011 Share Posted February 1, 2011 Not bad. Done pretty well, to be honest. Also, hello to you (Toady) from a fellow Louisville resident. AutoIt Stuff: UDFs: {Grow} Link to comment Share on other sites More sharing options...
twitchyliquid64 Posted February 2, 2011 Share Posted February 2, 2011 (edited) HI Toady, First let me say I love your script. It has alot of potential. The idea of having a Grid based system seriously limits the range of programs that can be created. I would recommend creating a system where any node can be the neighbour of any other node, and there can be an unlimited number of nieghbours. From that implementation possiblities are endless...I could turn my P2P Engine into an onion router like tor... ON on another note, I have done something similar in the past. Last month I went on the australian national computer camp thingie (NCSS). As the all nighter project, we had to build a train network between the rooms, and have programmable robots as trains. We put reflective tape on the ground and had the robot follow that, with special markers when one track split to two, or three. When we got to the stage that it was time to implement shortest path finding, we did. Eventually. I can't even remember how it works anymore. It was 2 in the morning. Anyway, here is my C code specifically for the path finding. If you want the other parts of the code so you can see how it fits in, lemme know. The init graph function holds all the nodes. We pre-programmed the map of the train network in. This was written for arduino. expandcollapse popupstruct node { int north; int south; int east; int west; }; node nodes[NUM_NODES]; bool seen[NUM_NODES]; int sourceNode[NUM_NODES]; int stationNodes[] = { 30, //Flat White Fields THESE ARE THE NAMES OF THE STATIONS 5, //Latte Lake 8, //Cappuccino Cavern 28, //Risretto Rise 18 //Macchiato Moor }; void setEdges(int i, int n, int s, int e, int w) { nodes[i].north = n; nodes[i].south = s; nodes[i].east = e; nodes[i].west = w; } void initGraph() { setEdges(0, 16, -1, -1, 1); setEdges(1, 12, -1, -1, 2); setEdges(2, -1, 3, -1, -1); setEdges(3, -1, -1, 4, -1); setEdges(4, -1, 5, -1, -1); setEdges(5, -1, 6, -1, -1); setEdges(6, -1, -1, -1, 7); setEdges(7, 8, -1, -1, -1); setEdges(8, 9, -1, -1, -1); //setEdges(9, 3, -1, 10, -1); setEdges(9, -1, -1, -1, 10); setEdges(10, 11, -1, -1, -1); setEdges(11, -1, -1, 12, -1); setEdges(12, -1, -1, 13, -1); setEdges(13, 14, -1, 15, -1); setEdges(14, -1, -1, 28, -1); setEdges(28, -1, -1, 29, -1); setEdges(29, -1, 15, -1, -1); setEdges(15, -1, -1, 16, -1); setEdges(16, -1, -1, 17, -1); setEdges(17, -1, 18, -1, -1); setEdges(18, -1, 19, -1, -1); setEdges(19, -1, -1, -1, 20); setEdges(20, 21, -1, -1, -1); setEdges(21, 24, -2, -2, 22); setEdges(22, 23, -1, -1, -1); setEdges(23, -1, -1, 24, -1); setEdges(24, 25, -1, -1, -1); setEdges(25, -1, -1, 26, -1); setEdges(26, 27, -1, -1, -1); setEdges(27, -1, -1, -1, 30); setEdges(30, -1, -1, -1, 0); } int leftNode(int cur, int next) { if (nodes[cur].north == next) { return nodes[next].west; } else if (nodes[cur].east == next) { return nodes[next].north; } else if (nodes[cur].south == next) { return nodes[next].east; } else if (nodes[cur].west == next) { return nodes[next].south; } } int rightNode(int cur, int next) { if (nodes[cur].north == next) { return nodes[next].east; } else if (nodes[cur].east == next) { return nodes[next].south; } else if (nodes[cur].south == next) { return nodes[next].west; } else if (nodes[cur].west == next) { return nodes[next].north; } } int straightNode(int cur, int next) { if (nodes[cur].north == next) { return nodes[next].north; } else if (nodes[cur].east == next) { return nodes[next].east; } else if (nodes[cur].south == next) { return nodes[next].south; } else if (nodes[cur].west == next) { return nodes[next].west; } } void findPath(int startNode, int endNode) { memset(seen, 0, sizeof(seen)); for (int i=0; i<NUM_NODES; i++) { sourceNode[i] = -1; } int q[NUM_NODES+1]; int q_top = 0, q_front = 0; q[q_top++] = startNode; seen[startNode] = true; //LOG_PRINT("begin\n"); while (q_front < q_top) { int cur = q[q_front++]; //LOG_PRINT("cur %d\n", cur); if (nodes[cur].north >= 0 && !seen[nodes[cur].north]) { q[q_top++] = nodes[cur].north; seen[nodes[cur].north] = true; sourceNode[nodes[cur].north] = cur; } if (nodes[cur].south >= 0 && !seen[nodes[cur].south]) { q[q_top++] = nodes[cur].south; seen[nodes[cur].south] = true; sourceNode[nodes[cur].south] = cur; } if (nodes[cur].east >= 0 && !seen[nodes[cur].east]) { q[q_top++] = nodes[cur].east; seen[nodes[cur].east] = true; sourceNode[nodes[cur].east] = cur; } if (nodes[cur].west >= 0 && !seen[nodes[cur].west]) { q[q_top++] = nodes[cur].west; seen[nodes[cur].west] = true; sourceNode[nodes[cur].west] = cur; } } pathIndex = 0; int c = endNode; while (sourceNode[c] != -1 && sourceNode[c] != startNode) { c = sourceNode[c]; path[pathIndex++] = c; //LOG_PRINT("%d\n", c); } pathIndex--; } I was also wondering; and im sure im not the only one, how you search worked. What is the open list and closed list? Edited February 2, 2011 by hyperzap ongoing projects:-firestorm: Largescale P2P Social NetworkCompleted Autoit Programs/Scripts: Variable Pickler | Networked Streaming Audio (in pure autoIT) | firenet p2p web messenger | Proxy Checker | Dynamic Execute() Code Generator | P2P UDF | Graph Theory Proof of Concept - Breadth First search Link to comment Share on other sites More sharing options...
mehul Posted February 23, 2011 Share Posted February 23, 2011 cool Link to comment Share on other sites More sharing options...
00000 Posted August 15, 2011 Share Posted August 15, 2011 There's something I'm doing wrong or it only supports square-shaped maps? it fails at function called "_CreateMap" Posting part of my prog here expandcollapse popup#NoTrayIcon #include <array.au3> Global $estimate Global $closedList_data Global $closedList_Str = "_" Global $openList_Str = "_" Global $start_handel[3] Global $end_handel[3] Global $barrier = _ArrayCreate(-1) Global $allow_diagonals_Boolean = 1 Global $allow_overestimate_Boolean = 1 If $allow_overestimate_Boolean = 1 Then $estimate = 1.001 ;used to overestimate heuristic by a small amount Else $estimate = 1 EndIf Global $heuristic = 1 $Rawdataz = "x,x,x,x,x,x|x,x,s,0,x,x|x,x,x,0,x,x|x,x,x,0,x,x|x,x,x,0,0,x|x,x,x,x,0,x|x,x,x,0,0,x|x,x,x,0,x,x|x,x,x,0,x,x|x,x,x,g,x,x|x,x,x,x,x,x" $rowsdataz = StringSplit($Rawdataz, "|") $rows = UBound($rowsdataz) - 1 $cols = UBound(StringSplit($rowsdataz[1], ",")) - 1 $dataz = _ST2DA($Rawdataz) _ArrayDisplay($dataz) $map = $dataz _CreateMap($map,$rows,$cols) ;Create map $closedList_Str = "_" $openList_Str = "_" $SLocation = _GetStartingLocation($dataz, $rows, $cols) ;starting location $GLocation = _GetGoalLocation($dataz, $rows, $cols) ;goal location If $SLocation = 0 Or $GLocation = 0 Then MsgBox(0, "Error", "Goal/start missing!") $map = $dataz Else If $allow_overestimate_Boolean = 1 Then $estimate = 1.001 ;used to overestimate heuristic by a small amount Else $estimate = 1 EndIf ;~ ConsoleWrite("Processing..." & @CRLF) $map = $dataz _CreateMap($dataz, $cols, $rows) ;replaces dataz with node objects Dim $path = _FindPath($dataz, $dataz[$SLocation[1]][$SLocation[0]], $dataz[$GLocation[1]][$GLocation[0]]) ;~ ConsoleWrite("Done! displaying array..." & @CRLF) _ArrayDisplay($path) EndIf Func _ST2DA($Rawdataz) $rowsdataz = StringSplit($Rawdataz, "|") $rows = UBound($rowsdataz) - 1 $cols = UBound(StringSplit($rowsdataz[1], ",")) - 1 Dim $dataz[$rows][$cols] For $i = 1 to $rows $split = StringSplit($rowsdataz[$i], ",") For $ii = 1 to $cols $dataz[$i - 1][$ii - 1] = $split[$ii] Next Next Return $dataz EndFunc ;============ * How to use this code * ============ ; Below is the A * Searching algorithm and its ; required functions to work. ; This is coded to work with 2D spaces only. ; Everything below is all you need to get started. ; 1. Initialize a 2D array ; $data[5][5] = [["x","x","x","x","x"], _ ; ["x","s","0","x","x"], _ ; ["x","x","0","x","x"], _ ; ["x","x","0","g","x"], _ ; ["x","x","x","x","x"]] ; NOTE: Array MUST have x's around entire paremeter ; There must be a "s" and a "g". "0" means bot can walk here ; 2. Convert array into node objects ; _CreateMap($data,5,5) ; 3. Calculate path ; Dim $path = _FindPath($data,$data[1][1],$data[3][3]) ; 4. Thats all! ; The variable $path contains an array of the path in "x,y" format ; _ArrayDisplay($path) will show the the full path ;================================================== ;============================================================================= ; Replaces data grid with node objects ; Converts $data into a 2D array of node objects from previous $data array ; consisting of only string characters. ;============================================================================= Func _CreateMap(ByRef $data, $x, $y) ;converts a 2D array of data to node objects ;~ MsgBox(0, "", $x & "|" & $y) For $i = 0 To $y - 1 ;for each row For $j = 0 To $x - 1 ;for each column If StringRegExp($data[$i][$j], "[x,s,g]") <> 1 Then;if not a x,s,g $data[$i][$j] = _CreateNode($i & "," & $j, "null", 0, $data[$i][$j], 0, $data[$i][$j]) Else If $data[$i][$j] = "s" Then $data[$i][$j] = _CreateNode($i & "," & $j, "null", 0, 0, 0, $data[$i][$j]) Else $data[$i][$j] = _CreateNode($i & "," & $j, "null", 0, 1, 0, $data[$i][$j]) EndIf EndIf Next Next EndFunc ;==>_CreateMap ;============================================================================= ; Creates a node struct object with the following parameters ; struct node { ; char self_coord[8]; // Format = "x,y" ; char parent_coord[8]; // Format = "x,y" ; int f; // F = G + H ; int g; // G = current cost to this node from start node ; int h; // H = Heuristic cost, this node to goal node ; char value[8]; // Type of node (ex. "s","g","x","1,2,3..n") ; int cost; // Cost of node (difficulty of traveling on this) ; } ;============================================================================= Func _CreateNode($self, $parent, $f, $g, $h, $value) ;returns struct object Local $node[6] = [$self, $parent, $f, $g, $h, $value] Return $node EndFunc ;==>_CreateNode ;============================================================================= ; Checks to see if start node exists in map ; Returns an array: [y,x] ;============================================================================= Func _GetStartingLocation(ByRef $data, $cols, $rows) For $i = 0 To $cols - 1 For $j = 0 To $rows - 1 If $data[$i][$j] = "s" Then Local $pos[2] = [$j, $i] Return $pos EndIf Next Next Return 0 ;no starting location found EndFunc ;==>_GetStartingLocation ;============================================================================= ; Checks to see if goal node exists in map ; Returns an array: [y,x] ;============================================================================= Func _GetGoalLocation(ByRef $data, $cols, $rows) For $i = 0 To $cols - 1 For $j = 0 To $rows - 1 If $data[$i][$j] = "g" Then Local $pos[2] = [$j, $i] Return $pos EndIf Next Next Return 0 ;no starting location found EndFunc ;==>_GetGoalLocation ;============================================================================= ; Calculates the manhattan distance between two nodes ; MD = |G(x) - N(x)| + |G(y) - N(x)| ; Returns an integer ;============================================================================= Func _MD(ByRef $node, ByRef $goal) ;returns integer Local $node_coord = StringSplit($node[0], ",") ;current node Local $goal_coord = StringSplit($goal[0], ",") ;goal node Return (Abs($goal_coord[1] - $node_coord[1]) + Abs($goal_coord[2] - $node_coord[2])) * $estimate EndFunc ;==>_MD ;============================================================================= ; Calculates the Euclidean distance between two nodes ; MD = SquareRoot ( (G(x) - N(x))^2 + (G(y) - N(x))^2 ) ; Returns an integer ;============================================================================= Func _ED(ByRef $node, ByRef $goal) ;returns integer Local $node_coord = StringSplit($node[0], ",") ;current node Local $goal_coord = StringSplit($goal[0], ",") ;goal node Return Sqrt(($goal_coord[1] - $node_coord[1]) ^ 2 + ($goal_coord[2] - $node_coord[2]) ^ 2) * $estimate EndFunc ;==>_ED ;============================================================================= ; A * Searching Algorithm ; Keep searching nodes until the goal is found. ; Returns: Array if path found ; Returns: 0 if no path ;============================================================================= Func _FindPath(ByRef $map, $start_node, $goal_node) ;returns array of coords Local $openlist = _ArrayCreate("empty") ;start with empty open list Local $closedlist = _ArrayCreate("empty") ;start with empty closed list Local $current_node = $start_node ;set current node to start nodeF $closedList_Str &= $current_node[0] & "_" $openList_Str &= $current_node[0] & "_" _AddAdjacents_Openlist($map, $openlist, $closedlist, $current_node, $goal_node) ;add all possible adjacents to openlist While 1 ;while goal is not in closed list, or open list is not empty If UBound($openlist) = 1 Then ExitLoop ;if open list is empty then no path found $current_node = _GetLowest_F_Cost_Node($openlist) ;pick node with lowest F cost $closedList_Str &= $current_node[0] & "_" _AddAdjacents_Openlist($map, $openlist, $closedlist, $current_node, $goal_node) ;add all possible adjacents to openlist If $current_node[0] = $goal_node[0] Then ExitLoop ;if current node is goal then path is found! WEnd If _IsInClosedList($goal_node[0]) = 0 Then ;if no goal found then return 0 Return 0 ; no path found Else Return _GetPath($map, $current_node, $start_node) ;return array of coords (x,y) in string format EndIf EndFunc ;==>_FindPath ;============================================================================= ; Returns node object with the lowest F cost ; F = G + H ; Returns 0 with openlist is emtpy, there is no path ;============================================================================= Func _GetLowest_F_Cost_Node(ByRef $openlist) If UBound($openlist) > 1 Then ;If open list is not empty Local $obj = $openlist[1] ;Pop first item in the queue _ArrayDelete($openlist, 1) ;remove this node from openlist Return $obj ;return lowest F cost node EndIf Return 0 ;openlist is empty EndFunc ;==>_GetLowest_F_Cost_Node ;============================================================================= ; Start from goal node and traverse each parent node until starting node is ; reached. ; Each node will have a parent node (use this to get path bot will take) ; Returns: Array of coords, first index is starting location ;============================================================================= Func _GetPath(ByRef $data, ByRef $ending_node, ByRef $start_node) Local $path = _ArrayCreate($ending_node[0]) ;start from goal node Local $node_coord = StringSplit($path[0], ",") Local $x = $node_coord[1] Local $y = $node_coord[2] Local $start = $start_node[0] ;starting nodes coord Local $obj = $data[$x][$y] ;current node starting from the goal While $obj[1] <> $start ;keep adding until reached starting node _Add_List($path, $y & "," & $x) ;add the parent node to the list $obj = $data[$x][$y] ;get node from 2D data array $node_coord = StringSplit($obj[1], ",") If $node_coord[0] = 1 Then ExitLoop $x = $node_coord[1] $y = $node_coord[2] WEnd _ArrayDelete($path, 0) ;no need to starting node _ArrayReverse($path) ;flip array to make starting node at index 0 Return $path ;return path as array in "x,y" format for each item EndFunc ;==>_GetPath ;============================================================================= ; Adds adjacent nodes to the open list if: ; 1. Node is not a barrier "x" ; 2. Node is not in open list ; 3. Node is not in closed list ; Set newly added node's parent to the current node and update its F,G, and H ; Only need to check North, South, East and West nodes. ;============================================================================= Func _AddAdjacents_Openlist(ByRef $data, ByRef $openlist, ByRef $closedlist, ByRef $node, ByRef $goal) Local $current_coord = StringSplit($node[0], ",") Local $x = $current_coord[1] Local $y = $current_coord[2] Local $h ; heuristic Local $north = 0 Local $south = 0 Local $east = 0 Local $west = 0 Local $obj = $data[$x][$y - 1] If $obj[5] <> "x" And _ ;north Not _IsInAnyList($obj[0]) Then ;If not in closed list or openlist and is not a barrier If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x][$y - 1] = $obj $north = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf $obj = $data[$x][$y + 1] If $obj[5] <> "x" And _ ;south Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x][$y + 1] = $obj $south = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf $obj = $data[$x + 1][$y] If $obj[5] <> "x" And _ ;east Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x + 1][$y] = $obj $east = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf $obj = $data[$x - 1][$y] If $obj[5] <> "x" And _ ;west Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x - 1][$y] = $obj $west = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf ;diagonals moves If $allow_diagonals_Boolean Then ;if GUI checkbox is checked, then check other 4 directions If $north + $east = 2 Then ;Not allowed to cut around corners, not realistic $obj = $data[$x + 1][$y - 1] If $obj[5] <> "x" And _ ;northeast Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score* Sqrt(2)) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x + 1][$y - 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf If $north + $west = 2 Then $obj = $data[$x - 1][$y - 1] If $obj[5] <> "x" And _ ;north west Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score* Sqrt(2)) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x - 1][$y - 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf If $south + $east = 2 Then $obj = $data[$x + 1][$y + 1] If $obj[5] <> "x" And _ ;southeast Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x + 1][$y + 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf If $south + $west = 2 Then $obj = $data[$x - 1][$y + 1] If $obj[5] <> "x" And _ ;southwest Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x - 1][$y + 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf EndIf EndFunc ;==>_AddAdjacents_Openlist ;============================================================================= ; Returns true if node is in closed list ; Search the list backwards, its faster ;============================================================================= Func _IsInClosedList(ByRef $node) If StringRegExp($closedList_Str, "_" & $node & "_") Then Return 1 Else Return 0 EndIf EndFunc ;==>_IsInClosedList ;============================================================================= ; Returns true if node is in open list ; Regular expressions are used rather than searching an array list for speed. ;============================================================================= Func _IsInAnyList(ByRef $node) If StringRegExp($openList_Str, "_" & $node & "_") Then Return 1 Else Return 0 EndIf EndFunc ;==>_IsInAnyList ;============================================================================= ; Inserts object into openlist and preserves ascending order ; This way will result in a priority queue with the lowest F cost at ; position 1 in the openlist array. ;============================================================================= Func _Insert_PQ(ByRef $openlist, $node) Local $obj For $i = 1 To UBound($openlist) - 1 Local $obj = $openlist[$i] If $node[2] < $obj[2] Then _ArrayInsert($openlist, $i, $node) Return EndIf Next _Add_List($openlist, $node) EndFunc ;==>_Insert_PQ ;============================================================================= ; Adds nodes the a list ;============================================================================= Func _Add_List(ByRef $list, $node) ReDim $list[UBound($list) + 1] $list[UBound($list) - 1] = $node EndFunc ;==>_Add_List ;============================================================================ ; End of Algorithm ;============================================================================ As far as I traced it, the array I'm passing is fine, array dimensions are also right, so, I'm kinda stuck, I tried reading the code too and even understood how it's made, still I have no idea why it doesn't work note: using autoit v3.3.6.1 Link to comment Share on other sites More sharing options...
iFFgen Posted November 12, 2013 Share Posted November 12, 2013 (edited) Please сan someone find in what could be the reason of the wrong way (not the shortest)? (sorry for my english ) Edited November 12, 2013 by iFFgen Link to comment Share on other sites More sharing options...
Triblade Posted December 31, 2014 Share Posted December 31, 2014 (edited) I know this topic is _very_ old, but I am trying to use this fantastic path finding algorithm right now and it doesn't work anymore. I have tried to hack it to make it work, but my brain seems too limited to grasp the whole thing to fix it... There are two things: 1) I edited out the _ArrayCreate with: Local $var[1] = ["empty"] or things like: $closedList_Str = "" 2) It works great now, except when having multiple routes to the goal... With only one route, it does it well, but when I add two routes I get: "C:\Users\Admin\Desktop\test.au3" (253) : ==> Subscript used on non-accessible variable.: $closedList_Str &= $current_node[0] & "_" $closedList_Str &= $current_node^ ERROR Has anyone an updates version? There are not many (I could find none) other path finding scripts out there... Edit: Finally! Just before Newyear I found something which works! I added +1 to the $i. Somehow it pushed the goal coord as plain text in the wong place Func _Insert_PQ(ByRef $openlist, $node) ;Local $obj ;Unneeded For $i = 1 To UBound($openlist) - 1 Local $obj = $openlist[$i] If $node[2] < $obj[2] Then _ArrayInsert($openlist, $i + 1, $node) Return EndIf Next _Add_List($openlist, $node) EndFunc ;==>_Insert_PQ Edited December 31, 2014 by Triblade My active project(s): A-maze-ing generator (generates a maze) My archived project(s): Pong3 (Multi-pinger) Link to comment Share on other sites More sharing options...
Gianni Posted January 1, 2015 Share Posted January 1, 2015 (edited) I just changed the following lines and it seems to work again with new AutoiT version. lines changed: 32, 33, 35, 390, 391, 429 In short. I just Changed the lines containing the _ArrayCreate() function now no more available with the direct array creation sintax, allowed by new versions of AutoIt Here the changed line Global $barrier = [-1] ; ex line 32 Global $barrier = _ArrayCreate(-1) Global $data[16][16] ; ex line 33 Dim $data[16][16] Global $gridboxes = ["none"] ; ex line 35 Dim $gridboxes = _ArrayCreate("none") Local $openlist = ["empty"] ; ex line 390 Local $openlist = _ArrayCreate("empty") ;start with empty open list Local $closedlist = ["empty"] ; ex line 391 Local $closedlist = _ArrayCreate("empty") ;start with empty closed list Local $path = [$ending_node[0]] ; ex line 429 Local $path = _ArrayCreate($ending_node[0]) ;start from goal node Here the whole script modified as indicated in the above lines expandcollapse popup;============================== ; Author: Toady ; Site: www.itoady.com ; Updated: May 21, 2008 ; AutoIt Ver: 3.2.12.0 ; ; A * Searching Alorithm ; Artificial Intelligence ; Robot path finding ;============================== #include <array.au3> #include <StaticConstants.au3> #include <GuiConstants.au3> #include <WindowsConstants.au3> ;==================== START OF MAIN ================= ; Example GUI by, Hallman and Toady ProcessSetPriority("Autoit3.exe", 4) Global $first_label = 0 Global $last_label = 0 Global Const $rows = 16 Global Const $cols = 16 Global $estimate Global $closedList_data Global $closedList_Str = "_" Global $openList_Str = "_" Global $start_handel[3] Global $end_handel[3] Global $barrier = [-1] ; Global $barrier = _ArrayCreate(-1) Global $data[16][16] ; Dim $data[16][16] $MainWindow = GUICreate("A * Search Algorithm - Bot pathing", 400, 540) Global $gridboxes = ["none"] ; Dim $gridboxes = _ArrayCreate("none") For $i = 1 To 16 Step 1 For $ii = 1 To 16 Step 1 If $i <> 1 And $i <> 16 And $ii <> 1 And $ii <> 16 Then $temp = GUICtrlCreateLabel("", (($i - 1) * 25), (($ii - 1) * 25), 25, 25, $SS_SUNKEN ) _ArrayAdd($gridboxes, $temp) GUICtrlSetBkColor(-1, 0x000000) Else $temp = GUICtrlCreateLabel("", (($i - 1) * 25), (($ii - 1) * 25), 25, 25) GUICtrlSetBkColor(-1, 0x0220099) EndIf $data[$i - 1][$ii - 1] = "x" If $i = 1 And $ii = 1 Then $first_label = $temp $start_handel[0] = $temp $start_handel[1] = 1 $start_handel[2] = 1 EndIf If $i = 16 And $ii = 16 Then $last_label = $temp $end_handel[0] = $temp $end_handel[1] = 16 $end_handel[2] = 16 EndIf If $ii = 1 Or $ii = 16 Then _ArrayAdd($barrier, $temp) EndIf Next Next Dim $map = $data Dim $resetData = $data $Wall_Radio = GUICtrlCreateRadio("Wall", 90, 410, 50, 20) GUICtrlSetState($Wall_Radio, $GUI_CHECKED) $Space_Radio = GUICtrlCreateRadio("Flat ground", 10, 410, 80, 20) $sand_Radio = GUICtrlCreateRadio("Sand", 10, 450, 70, 20) $water_Radio = GUICtrlCreateRadio("Water", 10, 475, 70, 20) $hill_Radio = GUICtrlCreateRadio("Hill", 10, 500, 70, 20) $Start_Radio = GUICtrlCreateRadio("Start", 150, 410, 70, 20) $End_Radio = GUICtrlCreateRadio("Goal", 220, 410, 70, 20) GUICtrlSetBkColor($End_Radio, 0xff0000) GUICtrlCreateGroup("Searching Heuristic", 80, 435, 200, 100) $md_Radio = GUICtrlCreateRadio("Manhattan", 100, 450, 70, 20) GUICtrlSetState(-1, $GUI_CHECKED) $ed_Radio = GUICtrlCreateRadio("Euclidean", 180, 450, 70, 20) GUICtrlCreateGroup("", -99, -99, 1, 1) ;close group GUICtrlSetBkColor($Start_Radio, 0x00ff00) GUICtrlSetBkColor($End_Radio, 0xff0000) $show_searched_nodes = GUICtrlCreateCheckbox("Show searched nodes (SN)", 100, 470) $allow_diagonals = GUICtrlCreateCheckbox("Allow diagonal moves", 100, 490) $allow_overestimate = GUICtrlCreateCheckbox("Overestimate", 100, 510) GUICtrlSetTip($allow_overestimate, "Faster, no guaranteed shortest path") $go_btn = GUICtrlCreateButton("Go!", 300, 410, 80, 20) $reset_btn = GUICtrlCreateButton("Reset", 300, 435, 80, 20) GUICtrlCreateLabel("Total cost:", 300, 470) $total_cost = GUICtrlCreateLabel("0", 355, 470, 40) GUICtrlCreateLabel("Nodes:", 300, 490) $total_nodes = GUICtrlCreateLabel("0", 355, 490, 40) GUICtrlCreateLabel("Time (ms):", 300, 510) $total_time = GUICtrlCreateLabel("0", 355, 510, 40) Global $Sel_Type = 1 GUISetState() While 1 $msg = GUIGetMsg() Select Case $msg = $GUI_EVENT_CLOSE Exit Case $msg = $go_btn $buffer = "" $closedList_Str = "_" $openList_Str = "_" Global $heuristic = BitAND(GUICtrlRead($md_Radio), $GUI_CHECKED) $SLocation = _GetStartingLocation($data, $rows, $cols) ;starting location $GLocation = _GetGoalLocation($data, $rows, $cols) ;goal location If $SLocation = 0 Or $GLocation = 0 Then MsgBox(0, "Error", "A Goal and a Start must be placed") $map = $data Else Dim $temp[16][16] $temp = $data Local $allow_overestimate_Boolean = BitAND(GUICtrlRead($allow_overestimate), $GUI_CHECKED) If $allow_overestimate_Boolean = 1 Then $estimate = 1.001 ;used to overestimate heuristic by a small amount Else $estimate = 1 EndIf Global $allow_diagonals_Boolean = BitAND(GUICtrlRead($allow_diagonals), $GUI_CHECKED) SplashTextOn("A * Algorithm processing", "Please wait until bot is finished", 200, 100) GUICtrlSetState($go_btn, $GUI_DISABLE) GUICtrlSetState($reset_btn, $GUI_DISABLE) $map = $data _CreateMap($data, $cols, $rows) ;replaces data with node objects Local $timer = TimerInit() Dim $path = _FindPath($data, $data[$SLocation[1]][$SLocation[0]], $data[$GLocation[1]][$GLocation[0]]) Local $timerend = TimerDiff($timer) $closedList_data = StringSplit($closedList_Str, '_', 1) ;not part of algorithm, used in gui GUICtrlSetData($total_nodes, UBound($closedList_data) - 4) ;used in gui also GUICtrlSetData($total_time, Round($timerend, 0)) SplashOff() ;display searched nodes Local $show_searched_Boolean = BitAND(GUICtrlRead($show_searched_nodes), $GUI_CHECKED) If $show_searched_Boolean Then Dim $searchedNodes[UBound($closedList_data) ] For $i = 3 To UBound($closedList_data) - 3 Local $coord = StringSplit($closedList_data[$i], ",") Local $coord_last = StringSplit($closedList_data[$i - 1], ",") $searchedNodes[$i] = GUICtrlCreateLabel(" SN", $coord[1] * 25, $coord[2] * 25, 25, 25, BitOR($SS_SUNKEN, $SS_CENTERIMAGE)) ;GUICtrlSetBkColor(-1, $GUI_BKCOLOR_TRANSPARENT) ;uses this if you want transparent nodes GUICtrlSetBkColor(-1, 0xFFFF00) Sleep(100) Next EndIf If IsArray($path) Then ;if path exists Dim $trail[UBound($path) ] $label = GUICtrlCreateLabel("", 0, 0, 25, 25) Local $last_temp[3] = [2, 1, 1] For $i = 0 To (UBound($path) - 1) Step 1 If UBound($path) = 1 Then Local $nextToCoord = StringSplit($path[0], ",") GUICtrlSetPos($label, $nextToCoord[1] * 25, $nextToCoord[2] * 25) GUICtrlSetBkColor(-1, 0xccffff) GUICtrlSetData($total_cost, 1) ExitLoop EndIf $temp = $path[$i] $temp = StringSplit(StringReplace($temp, "|", ""), ",") If $i > 0 Then $last_temp = $path[$i - 1] $last_temp = StringSplit(StringReplace($last_temp, "|", ""), ",") EndIf GUICtrlSetPos($label, $temp[2] * 25, $temp[1] * 25) GUICtrlSetBkColor(-1, 0xccffff) $trail[$i] = GUICtrlCreateLabel("", $temp[2] * 25, $temp[1] * 25, 25, 25, $SS_SUNKEN) GUICtrlSetBkColor($trail[$i], 0x00dddd) Local $obj = $data[$temp[2]][$temp[1]] GUICtrlSetData($total_cost, Round($obj[3], 2)) If Abs($temp[1] - $last_temp[1]) + Abs($temp[2] - $last_temp[2]) < 2 Then Sleep(200) Else Sleep(280) ;delay a little long to make animation smooth EndIf Next Sleep(500) GUICtrlDelete($label) For $i = 0 To UBound($path) - 1 GUICtrlDelete($trail[$i]) Next If $show_searched_Boolean Then If IsArray($searchedNodes) Then For $i = 0 To UBound($searchedNodes) - 1 GUICtrlDelete($searchedNodes[$i]) Next EndIf EndIf GUICtrlSetState($Wall_Radio, $GUI_CHECKED) $data = $map Else MsgBox(0, "", "No path to goal") ;if goal can't be reached If $show_searched_Boolean Then If IsArray($searchedNodes) Then For $i = 0 To UBound($searchedNodes) - 1 GUICtrlDelete($searchedNodes[$i]) Next EndIf EndIf $data = $map GUICtrlSetState($Wall_Radio, $GUI_CHECKED) $Sel_Type = 1 EndIf GUICtrlSetState($go_btn, $GUI_ENABLE) GUICtrlSetState($reset_btn, $GUI_ENABLE) EndIf Case $msg >= $first_label + 16 And $msg <= $last_label - 16 And _ArraySearch($barrier, $msg) < 0 $sel_X = Ceiling(($msg - $first_label + 1) / 16) $sel_Y = Ceiling($msg - $first_label + 1) - ($sel_X - 1) * 16 If $Sel_Type = 1 Then GUICtrlSetBkColor($msg, 0x000000) $data[$sel_X - 1][$sel_Y - 1] = "x" ElseIf $Sel_Type = 2 Then GUICtrlSetBkColor($msg, 0xeeeeee) $data[$sel_X - 1][$sel_Y - 1] = "1" ElseIf $Sel_Type = 3 Then If $data[$start_handel[1] - 1][$start_handel[2] - 1] = "s" Then GUICtrlSetBkColor($start_handel[0], 0xeeeeee) $data[$start_handel[1] - 1][$start_handel[2] - 1] = "1" EndIf $start_handel[0] = $msg $start_handel[1] = $sel_X $start_handel[2] = $sel_Y GUICtrlSetBkColor($msg, 0x00ff00) $data[$sel_X - 1][$sel_Y - 1] = "s" ElseIf $Sel_Type = 4 Then If $data[$end_handel[1] - 1][$end_handel[2] - 1] = "g" Then GUICtrlSetBkColor($end_handel[0], 0xeeeeee) $data[$end_handel[1] - 1][$end_handel[2] - 1] = "1" EndIf $end_handel[0] = $msg $end_handel[1] = $sel_X $end_handel[2] = $sel_Y GUICtrlSetBkColor($msg, 0xff0000) $data[$sel_X - 1][$sel_Y - 1] = "g" ElseIf $Sel_Type = 5 Then;sand GUICtrlSetBkColor($msg, 0xFFdd44) $data[$sel_X - 1][$sel_Y - 1] = "2" ;2 times harder than flat ground ElseIf $Sel_Type = 6 Then;water GUICtrlSetBkColor($msg, 0x2222FF) $data[$sel_X - 1][$sel_Y - 1] = "3" ;3 times harder than flat ground ElseIf $Sel_Type = 7 Then;hill GUICtrlSetBkColor($msg, 0x885500) $data[$sel_X - 1][$sel_Y - 1] = "4" ;4 times harder than flat ground EndIf Case $msg = $Wall_Radio $Sel_Type = 1 Case $msg = $Space_Radio $Sel_Type = 2 Case $msg = $Start_Radio $Sel_Type = 3 Case $msg = $End_Radio $Sel_Type = 4 Case $msg = $sand_Radio $Sel_Type = 5 Case $msg = $water_Radio $Sel_Type = 6 Case $msg = $hill_Radio $Sel_Type = 7 Case $msg = $reset_btn $data = $resetData For $i = 1 To UBound($gridboxes) - 1 GUICtrlSetBkColor($gridboxes[$i], 0x000000) Next GUICtrlSetData($total_cost, "0") GUICtrlSetData($total_nodes, "0") GUICtrlSetData($total_time, "0") EndSelect WEnd ;==================== END OF MAIN ================= ;============ * How to use this code * ============ ; Below is the A * Searching algorithm and its ; required functions to work. ; This is coded to work with 2D spaces only. ; Everything below is all you need to get started. ; 1. Initialize a 2D array ; $data[5][5] = [["x","x","x","x","x"], _ ; ["x","s","0","x","x"], _ ; ["x","x","0","x","x"], _ ; ["x","x","0","g","x"], _ ; ["x","x","x","x","x"]] ; NOTE: Array MUST have x's around entire paremeter ; There must be a "s" and a "g". "0" means bot can walk here ; 2. Convert array into node objects ; _CreateMap($data,5,5) ; 3. Calculate path ; Dim $path = _FindPath($data,$data[1][1],$data[3][3]) ; 4. Thats all! ; The variable $path contains an array of the path in "x,y" format ; _ArrayDisplay($path) will show the the full path ;================================================== ;============================================================================= ; Replaces data grid with node objects ; Converts $data into a 2D array of node objects from previous $data array ; consisting of only string characters. ;============================================================================= Func _CreateMap(ByRef $data, $x, $y) ;converts a 2D array of data to node objects For $i = 0 To $y - 1 ;for each row For $j = 0 To $x - 1 ;for each column If StringRegExp($data[$i][$j], "[x,s,g]") <> 1 Then;if not a x,s,g $data[$i][$j] = _CreateNode($i & "," & $j, "null", 0, $data[$i][$j], 0, $data[$i][$j]) Else If $data[$i][$j] = "s" Then $data[$i][$j] = _CreateNode($i & "," & $j, "null", 0, 0, 0, $data[$i][$j]) Else $data[$i][$j] = _CreateNode($i & "," & $j, "null", 0, 1, 0, $data[$i][$j]) EndIf EndIf Next Next EndFunc ;==>_CreateMap ;============================================================================= ; Creates a node struct object with the following parameters ; struct node { ; char self_coord[8]; // Format = "x,y" ; char parent_coord[8]; // Format = "x,y" ; int f; // F = G + H ; int g; // G = current cost to this node from start node ; int h; // H = Heuristic cost, this node to goal node ; char value[8]; // Type of node (ex. "s","g","x","1,2,3..n") ; int cost; // Cost of node (difficulty of traveling on this) ; } ;============================================================================= Func _CreateNode($self, $parent, $f, $g, $h, $value) ;returns struct object Local $node[6] = [$self, $parent, $f, $g, $h, $value] Return $node EndFunc ;==>_CreateNode ;============================================================================= ; Checks to see if start node exists in map ; Returns an array: [y,x] ;============================================================================= Func _GetStartingLocation(ByRef $data, $cols, $rows) For $i = 0 To $cols - 1 For $j = 0 To $rows - 1 If $data[$i][$j] = "s" Then Local $pos[2] = [$j, $i] Return $pos EndIf Next Next Return 0 ;no starting location found EndFunc ;==>_GetStartingLocation ;============================================================================= ; Checks to see if goal node exists in map ; Returns an array: [y,x] ;============================================================================= Func _GetGoalLocation(ByRef $data, $cols, $rows) For $i = 0 To $cols - 1 For $j = 0 To $rows - 1 If $data[$i][$j] = "g" Then Local $pos[2] = [$j, $i] Return $pos EndIf Next Next Return 0 ;no starting location found EndFunc ;==>_GetGoalLocation ;============================================================================= ; Calculates the manhattan distance between two nodes ; MD = |G(x) - N(x)| + |G(y) - N(x)| ; Returns an integer ;============================================================================= Func _MD(ByRef $node, ByRef $goal) ;returns integer Local $node_coord = StringSplit($node[0], ",") ;current node Local $goal_coord = StringSplit($goal[0], ",") ;goal node Return (Abs($goal_coord[1] - $node_coord[1]) + Abs($goal_coord[2] - $node_coord[2])) * $estimate EndFunc ;==>_MD ;============================================================================= ; Calculates the Euclidean distance between two nodes ; MD = SquareRoot ( (G(x) - N(x))^2 + (G(y) - N(x))^2 ) ; Returns an integer ;============================================================================= Func _ED(ByRef $node, ByRef $goal) ;returns integer Local $node_coord = StringSplit($node[0], ",") ;current node Local $goal_coord = StringSplit($goal[0], ",") ;goal node Return Sqrt(($goal_coord[1] - $node_coord[1]) ^ 2 + ($goal_coord[2] - $node_coord[2]) ^ 2) * $estimate EndFunc ;==>_ED ;============================================================================= ; A * Searching Algorithm ; Keep searching nodes until the goal is found. ; Returns: Array if path found ; Returns: 0 if no path ;============================================================================= Func _FindPath(ByRef $map, $start_node, $goal_node) ;returns array of coords Local $openlist = ["empty"] ; Local $openlist = _ArrayCreate("empty") ;start with empty open list Local $closedlist = ["empty"] ; Local $closedlist = _ArrayCreate("empty") ;start with empty closed list Local $current_node = $start_node ;set current node to start nodeF $closedList_Str &= $current_node[0] & "_" $openList_Str &= $current_node[0] & "_" _AddAdjacents_Openlist($map, $openlist, $closedlist, $current_node, $goal_node) ;add all possible adjacents to openlist While 1 ;while goal is not in closed list, or open list is not empty If UBound($openlist) = 1 Then ExitLoop ;if open list is empty then no path found $current_node = _GetLowest_F_Cost_Node($openlist) ;pick node with lowest F cost $closedList_Str &= $current_node[0] & "_" _AddAdjacents_Openlist($map, $openlist, $closedlist, $current_node, $goal_node) ;add all possible adjacents to openlist If $current_node[0] = $goal_node[0] Then ExitLoop ;if current node is goal then path is found! WEnd If _IsInClosedList($goal_node[0]) = 0 Then ;if no goal found then return 0 Return 0 ; no path found Else Return _GetPath($map, $current_node, $start_node) ;return array of coords (x,y) in string format EndIf EndFunc ;==>_FindPath ;============================================================================= ; Returns node object with the lowest F cost ; F = G + H ; Returns 0 with openlist is emtpy, there is no path ;============================================================================= Func _GetLowest_F_Cost_Node(ByRef $openlist) If UBound($openlist) > 1 Then ;If open list is not empty Local $obj = $openlist[1] ;Pop first item in the queue _ArrayDelete($openlist, 1) ;remove this node from openlist Return $obj ;return lowest F cost node EndIf Return 0 ;openlist is empty EndFunc ;==>_GetLowest_F_Cost_Node ;============================================================================= ; Start from goal node and traverse each parent node until starting node is ; reached. ; Each node will have a parent node (use this to get path bot will take) ; Returns: Array of coords, first index is starting location ;============================================================================= Func _GetPath(ByRef $data, ByRef $ending_node, ByRef $start_node) Local $path = [$ending_node[0]] ; Local $path = _ArrayCreate($ending_node[0]) ;start from goal node Local $node_coord = StringSplit($path[0], ",") Local $x = $node_coord[1] Local $y = $node_coord[2] Local $start = $start_node[0] ;starting nodes coord Local $obj = $data[$x][$y] ;current node starting from the goal While $obj[1] <> $start ;keep adding until reached starting node _Add_List($path, $y & "," & $x) ;add the parent node to the list $obj = $data[$x][$y] ;get node from 2D data array $node_coord = StringSplit($obj[1], ",") If $node_coord[0] = 1 Then ExitLoop $x = $node_coord[1] $y = $node_coord[2] WEnd _ArrayDelete($path, 0) ;no need to starting node _ArrayReverse($path) ;flip array to make starting node at index 0 Return $path ;return path as array in "x,y" format for each item EndFunc ;==>_GetPath ;============================================================================= ; Adds adjacent nodes to the open list if: ; 1. Node is not a barrier "x" ; 2. Node is not in open list ; 3. Node is not in closed list ; Set newly added node's parent to the current node and update its F,G, and H ; Only need to check North, South, East and West nodes. ;============================================================================= Func _AddAdjacents_Openlist(ByRef $data, ByRef $openlist, ByRef $closedlist, ByRef $node, ByRef $goal) Local $current_coord = StringSplit($node[0], ",") Local $x = $current_coord[1] Local $y = $current_coord[2] Local $h ; heuristic Local $north = 0 Local $south = 0 Local $east = 0 Local $west = 0 Local $obj = $data[$x][$y - 1] If $obj[5] <> "x" And _ ;north Not _IsInAnyList($obj[0]) Then ;If not in closed list or openlist and is not a barrier If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x][$y - 1] = $obj $north = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf $obj = $data[$x][$y + 1] If $obj[5] <> "x" And _ ;south Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x][$y + 1] = $obj $south = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf $obj = $data[$x + 1][$y] If $obj[5] <> "x" And _ ;east Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x + 1][$y] = $obj $east = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf $obj = $data[$x - 1][$y] If $obj[5] <> "x" And _ ;west Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + $obj[3] ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x - 1][$y] = $obj $west = 1 $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf ;diagonals moves If $allow_diagonals_Boolean Then ;if GUI checkbox is checked, then check other 4 directions If $north + $east = 2 Then ;Not allowed to cut around corners, not realistic $obj = $data[$x + 1][$y - 1] If $obj[5] <> "x" And _ ;northeast Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score* Sqrt(2)) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x + 1][$y - 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf If $north + $west = 2 Then $obj = $data[$x - 1][$y - 1] If $obj[5] <> "x" And _ ;north west Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score* Sqrt(2)) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x - 1][$y - 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf If $south + $east = 2 Then $obj = $data[$x + 1][$y + 1] If $obj[5] <> "x" And _ ;southeast Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x + 1][$y + 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf If $south + $west = 2 Then $obj = $data[$x - 1][$y + 1] If $obj[5] <> "x" And _ ;southwest Not _IsInAnyList($obj[0]) Then If $heuristic = 1 Then $h = _MD($obj, $goal) Else $h = _ED($obj, $goal) EndIf $obj[1] = $node[0] ;set nodes parent to last node $obj[3] = $node[3] + (Sqrt(2) * $obj[3]) ;set g score (current node's G score + adjacent node's G score) $obj[2] = $obj[3] + $h ;set f = g + h score $data[$x - 1][$y + 1] = $obj $openList_Str &= $obj[0] & "_" _Insert_PQ($openlist, $obj) EndIf EndIf EndIf EndFunc ;==>_AddAdjacents_Openlist ;============================================================================= ; Returns true if node is in closed list ; Search the list backwards, its faster ;============================================================================= Func _IsInClosedList(ByRef $node) If StringRegExp($closedList_Str, "_" & $node & "_") Then Return 1 Else Return 0 EndIf EndFunc ;==>_IsInClosedList ;============================================================================= ; Returns true if node is in open list ; Regular expressions are used rather than searching an array list for speed. ;============================================================================= Func _IsInAnyList(ByRef $node) If StringRegExp($openList_Str, "_" & $node & "_") Then Return 1 Else Return 0 EndIf EndFunc ;==>_IsInAnyList ;============================================================================= ; Inserts object into openlist and preserves ascending order ; This way will result in a priority queue with the lowest F cost at ; position 1 in the openlist array. ;============================================================================= Func _Insert_PQ(ByRef $openlist, $node) Local $obj For $i = 1 To UBound($openlist) - 1 Local $obj = $openlist[$i] If $node[2] < $obj[2] Then _ArrayInsert($openlist, $i, $node) Return EndIf Next _Add_List($openlist, $node) EndFunc ;==>_Insert_PQ ;============================================================================= ; Adds nodes the a list ;============================================================================= Func _Add_List(ByRef $list, $node) ReDim $list[UBound($list) + 1] $list[UBound($list) - 1] = $node EndFunc ;==>_Add_List ;============================================================================ ; End of Algorithm ;============================================================================ Edited January 1, 2015 by Chimp Toady 1 Chimp small minds discuss people average minds discuss events great minds discuss ideas.... and use AutoIt.... 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Toady Posted December 1, 2015 Author Share Posted December 1, 2015 Thanks Chimp for the fixes and getting this running with the latest version of AutoIt.I've updated the script on the main post. www.itoady.com A* (A-star) Searching Algorithm - A.I. Artificial Intelligence bot path finding Link to comment Share on other sites More sharing options...
UEZ Posted December 1, 2015 Share Posted December 1, 2015 I'm getting this error message:Line 633 (File "C:\_Downloads\A_Star.au3"): If $node[2] < $obj[2] Then If $node[2] < $obj^ ERROR Error: Subscript used on non-accessible variable.Here the map: Please don't send me any personal message and ask for support! I will not reply! Selection of finest graphical examples at Codepen.io The own fart smells best! ✌Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!¯\_(ツ)_/¯ ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ Link to comment Share on other sites More sharing options...
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