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Author Topic: Jump point search  (Read 725 times)

Dwachs

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Jump point search
« on: January 15, 2015, 04:32:10 am »

Edit: should have done forum search :P

here are older threads about the same issue:

http://www.bay12forums.com/smf/index.php?topic=92732.0
http://www.bay12forums.com/smf/index.php?topic=76278.0

can be locked


What is the right place to bring attention to this (not so new anymore) pathfinding method?

Some references first:
http://en.wikipedia.org/wiki/Jump_point_search
https://harablog.wordpress.com/2011/09/07/jump-point-search/ (Blog of one of the inventors)

Jump point search is a modification to A* to prune the search tree. It is effective for large equal-cost areas (in df: large open space on one z-level with same traffic-cost designation), as with this modification less tiles are put into the open list.

I implemented this in an open-source game ( http://www.simutrans.com/en/ ). The implementation was almost trivial, like 5 additional lines to the original path finder. It helped alot to improve performance for some pathfinding tasks.

I heard on the forum that df uses a modified A* pathfinding algorithm. Does anybody know what these modifications are? Does Toady already included this modification?
« Last Edit: January 15, 2015, 05:17:16 am by Dwachs »
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RoaryStar

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Re: Jump point search
« Reply #1 on: January 15, 2015, 11:17:33 am »

This is the interview where Toady explained how the algorithm was modified.
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Dwachs

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Re: Jump point search
« Reply #2 on: January 15, 2015, 12:45:52 pm »

was there ever a reaction on this jump-point suggestion?
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