Collaborative Diffusion
Collaborative Diffusion is a type of pathfinding algorithm which uses the concept of ''antiobjects'', objects within a computer program that function opposite to what would be conventionally expected. Collaborative Diffusion is typically used in video games, when multiple agents must path towards a single target agent. For example, the ghosts in Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla .... In this case, the background tiles serve as antiobjects, carrying out the necessary calculations for creating a path and having the foreground objects react accordingly, whereas having foreground objects be responsible for their own pathing would be conventionally expected. Collaborative Diffusion is favored for its efficiency over other pathfinding algorithms, such as A*, when ha ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Pathfinding
Pathfinding or pathing is the search, by a computer application, for the shortest route between two points. It is a more practical variant on Maze-solving algorithm, solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding the shortest path on a Glossary of graph theory#Weighted graphs and networks, weighted graph. Pathfinding is closely related to the shortest path problem, within graph theory, which examines how to identify the path that best meets some criteria (shortest, cheapest, fastest, etc) between two points in a large network. Algorithms At its core, a pathfinding method searches a graph (data structure), graph by starting at one Vertex (graph theory), vertex and exploring adjacent node (computer science), nodes until the destination node is reached, generally with the intent of finding the cheapest route. Although graph searching methods such as a breadth-first search would find a route if given enough time, other methods, which " ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Pac-Man
''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to also eat the ghosts for bonus points. Game development began in early 1979, led by Toru Iwatani with a nine-man team. Iwatani wanted to create a game that could appeal to women as well as men, because most video games of the time had themes that appealed to traditionally masculine interests, such as war or sports. Although the inspiration for the Pac-Man character was the image of a pizza with a slice removed, Iwatani has said he rounded out the Japanese character for mouth, kuchi (). The in-game characters were made t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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A* Search Algorithm
A* (pronounced "A-star") is a graph traversal and pathfinding algorithm that is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from source to goal. One major practical drawback is its O(b^d) space complexity where is the depth of the shallowest solution (the length of the shortest path from the source node to any given goal node) and is the branching factor (the maximum number of successors for any given state), as it stores all generated nodes in memory. Thus, in practical travel-routing systems, it is generally outperformed by algorithms that can pre-process the graph to attain better performance, as well as by memory-bounded approaches; however, A* is still the best solution in many cases. Peter Hart, Nils Nilsson and Bertram Raphael of Stanford Research Institute (now SRI International) ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |