A-star-Pathfinding | A-star pathfinding with pygame visualization

 by   ranjian0 Python Version: Current License: No License

kandi X-RAY | A-star-Pathfinding Summary

kandi X-RAY | A-star-Pathfinding Summary

A-star-Pathfinding is a Python library typically used in User Interface, Pygame applications. A-star-Pathfinding has no bugs, it has no vulnerabilities and it has low support. However A-star-Pathfinding build file is not available. You can download it from GitHub.

A-star pathfinding with pygame visualization
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              A-star-Pathfinding has a low active ecosystem.
              It has 6 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              A-star-Pathfinding has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of A-star-Pathfinding is current.

            kandi-Quality Quality

              A-star-Pathfinding has no bugs reported.

            kandi-Security Security

              A-star-Pathfinding has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              A-star-Pathfinding does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              A-star-Pathfinding releases are not available. You will need to build from source code and install.
              A-star-Pathfinding has no build file. You will be need to create the build yourself to build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed A-star-Pathfinding and discovered the below as its top functions. This is intended to give you an instant insight into A-star-Pathfinding implemented functionality, and help decide if they suit your requirements.
            • Main loop
            • Draw instructions
            • Draw the settings on a surface
            • Draws the header
            • Handles an event
            • Set the path
            • Adds an agent to the scene
            • Navigate the path to the target
            • Pause animation
            • Create a surface
            • Set text
            • Update the path
            • Move the window to the target position
            Get all kandi verified functions for this library.

            A-star-Pathfinding Key Features

            No Key Features are available at this moment for A-star-Pathfinding.

            A-star-Pathfinding Examples and Code Snippets

            No Code Snippets are available at this moment for A-star-Pathfinding.

            Community Discussions

            QUESTION

            Why is my path moving in the opposite direction of the heuristic functions in A Star Algorithm?
            Asked 2021-Jan-11 at 17:27
            Background

            I want to implement an A-Star Algorithm with a GUI for user input to set the start and end node, and draw obstacles. However, I have spent a great deal of time pondering why the Algorithm isn't working.

            Issue

            The path goes in the opposite direction of the end node and to the corner of the matrix. For example, if start: 2,2 and end: 8,8 the path will map to the origin: 0,0 and vice versa.

            Troubleshooting

            I have already checked all the areas that I could possibly think is going wrong and even referring to source code from a medium article: A-Star Algorithm by Nicholas Swift

            • Euclidean distance is not negative
            • Adjacent nodes are not out of bounds
            • Other smaller troubleshoot

            The obstacles on the graph have not yet been implemented because I was trying to get the path to map correctly before adding additional complexity to the motivating problem.

            I simply cannot see where I am going wrong. I come from a Java background so there could be some basic Python syntax that is escaping me and making everything break. Any suggestions will be appreciated.

            Source code:

            ...

            ANSWER

            Answered 2021-Jan-11 at 17:27

            As pointed out by user @Ghoti the issue was a simple comparison error in the algorithm. With the current comparison statement in the code above the first node in the adjNode list is always selected.

            Source https://stackoverflow.com/questions/65634821

            QUESTION

            Can someone unpack this very terse Java function into a more verbose example?
            Asked 2020-Mar-14 at 18:37

            I'm trying to port this Java tutorial to Xojo. I'm struggling to unpack the Set function below because, whilst short and elegant, it crams a lot of conversions into a small space and I'm not sure if I'm understanding it correctly. It's difficult as Java is not my primary language and Xojo lacks support for generics:

            ...

            ANSWER

            Answered 2020-Mar-14 at 18:33

            it means map the id to a Node and put (collect) it into a set

            this::getNode translates to: from this class, use getNode on the id which is just syntactic sugar for .map(id -> getNode(id)).collect(Collectors.toSet())

            Source https://stackoverflow.com/questions/60685923

            QUESTION

            python 3d A* pathfinging infinite loop
            Asked 2020-Jan-20 at 23:16

            I am trying to adapt an application I found here, I imagined that I just had to add an axis. The problem is that the script seems like it is stuck. Can someone tell me what I did wrong and how I can use A* with a 3d matrix (i j k)?

            this is the portion of the A* function I changed

            ...

            ANSWER

            Answered 2020-Jan-20 at 23:16

            A* can work with any number of dimensions; it's a graph traversal algorithm, and no matter how many dimensions your problem space has, connecting one position to another still produces a graph.

            You have two problems with generating new nodes, however.

            • You included (0, 0, 0) in the list, so no change. You keep putting the current position back into the queue for consideration. That’s just busy work, because the current position is already in the closed list.

            • You never subtract from any of your coordinates, you only add. So your x, y and z values can only ever go up. If reaching your goal requires a path around an obstacle, then you have a problem here because all your version can ever do is move in one direction along any given axis.

            In a 3 by 3 by 3 3D matrix, with the current position in the middle, there are 3 times 3 times 3 minus 1 == 26 positions you can reach with a single step. Your code reaches just 7 of those, plus one that stays put.

            If you extract your tuples in the for new_position in [...] list into a separate variable and add some newlines, and re-arrange them a bit to group them by how many 1s you have in the tuple, you get the following definition. I renamed this to deltas, because it's not a new position, it's the change relative to the old position, or delta. I re-arranged your tuples to make it easier to group them logically:

            Source https://stackoverflow.com/questions/59822593

            QUESTION

            Why does A* algorithm not get stuck between two nodes
            Asked 2019-Apr-15 at 13:05

            I'm a beginner when it comes to path finding and, while I do understand the basic idea of A*, I still don't get why, when backtracing, the implementation doesn't get stuck in a loop between the two latest nodes visited.

            To be more clear, I've been looking at the code from here (which I'm going to copy and paste, in case the link dies):

            ...

            ANSWER

            Answered 2019-Apr-15 at 13:05

            The point is that each node is visited at most one time when running Dijkstra or A*.
            That is because each time a node is being visited (after we pop it from the queue), we 'mark' this node as being already visited. In the implementation you gave, the marking is made by adding the node to closed_list:

            Source https://stackoverflow.com/questions/55689073

            QUESTION

            A Star Implementation in a maze environement not working. Nonetype Object error
            Asked 2019-Jan-04 at 20:04

            Im trying to implement an astar search based on this one: https://medium.com/@nicholas.w.swift/easy-a-star-pathfinding-7e6689c7f7b2

            However, I get a

            nonetype object is not iterable error

            When calling my astar method in the nextmove() method.

            I'm not allowed to import any other methods. I also found when testing that the if statements in the astar method don't seem to be entered. I suspect that the goalnode is never actually found I just don't know why.

            ...

            ANSWER

            Answered 2019-Jan-04 at 19:25

            I believe you have a typo here:

            Source https://stackoverflow.com/questions/54044659

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install A-star-Pathfinding

            You can download it from GitHub.
            You can use A-star-Pathfinding like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

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