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http://www.policyalmanac.org/games/aStarTutorial.htm 这是英文原文《A*入门》,最经典的讲解,有demo演示
http://www.cnblogs.com/technology/archive/2011/05/26/2058842.html 这是国人翻译后整理的简版,有简单代码demo,不过有些错误,讲得很清晰,本文图片来自这篇
http://blog.csdn.net/b2b160/article/details/4057781 一片关于寻路算法的综述
A*寻路算法是游戏中常用的AI算法,这里用C++简单实现了一下算法,便于理解。
- 把起始格添加到 "开启列表"
- do
- {
- 寻找开启列表中F值最低的格子, 我们称它为当前格.
- 把它切换到关闭列表.
- 对当前格相邻的8格中的每一个
- if (它不可通过 || 已经在 "关闭列表" 中)
- {
- 什么也不做.
- }
- if (它不在开启列表中)
- {
- 把它添加进 "开启列表", 把当前格作为这一格的父节点, 计算这一格的 FGH
- if (它已经在开启列表中)
- {
- if (用G值为参考检查新的路径是否更好, 更低的G值意味着更好的路径)
- {
- 把这一格的父节点改成当前格, 并且重新计算这一格的 GF 值.
- }
- } while( 目标格已经在 "开启列表", 这时候路径被找到)
- 如果开启列表已经空了, 说明路径不存在.
-
- 最后从目标格开始, 沿着每一格的父节点移动直到回到起始格, 这就是路径.
把起始格添加到 "开启列表"
do
{
寻找开启列表中F值最低的格子, 我们称它为当前格.
把它切换到关闭列表.
对当前格相邻的8格中的每一个
if (它不可通过 || 已经在 "关闭列表" 中)
{
什么也不做.
}
if (它不在开启列表中)
{
把它添加进 "开启列表", 把当前格作为这一格的父节点, 计算这一格的 FGH
if (它已经在开启列表中)
{
if (用G值为参考检查新的路径是否更好, 更低的G值意味着更好的路径)
{
把这一格的父节点改成当前格, 并且重新计算这一格的 GF 值.
}
} while( 目标格已经在 "开启列表", 这时候路径被找到)
如果开启列表已经空了, 说明路径不存在.
最后从目标格开始, 沿着每一格的父节点移动直到回到起始格, 这就是路径.
- #pragma once
- /*
- //A*算法对象类
- */
- #include <vector>
- #include <list>
-
- const int kCost1=10; //直移一格消耗
- const int kCost2=14; //斜移一格消耗
-
- struct Point
- {
- int x,y; //点坐标,这里为了方便按照C++的数组来计算,x代表横排,y代表竖列
- int F,G,H; //F=G+H
- Point *parent; //parent的坐标,这里没有用指针,从而简化代码
- Point(int _x,int _y):x(_x),y(_y),F(0),G(0),H(0),parent(NULL) //变量初始化
- {
- }
- };
-
-
- class Astar
- {
- public:
- void InitAstar(std::vector<std::vector<int>> &_maze);
- std::list<Point *> GetPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner);
-
- private:
- Point *findPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner);
- std::vector<Point *> getSurroundPoints(const Point *point,bool isIgnoreCorner) const;
- bool isCanreach(const Point *point,const Point *target,bool isIgnoreCorner) const; //判断某点是否可以用于下一步判断
- Point *isInList(const std::list<Point *> &list,const Point *point) const; //判断开启/关闭列表中是否包含某点
- Point *getLeastFpoint(); //从开启列表中返回F值最小的节点
- //计算FGH值
- int calcG(Point *temp_start,Point *point);
- int calcH(Point *point,Point *end);
- int calcF(Point *point);
- private:
- std::vector<std::vector<int>> maze;
- std::list<Point *> openList; //开启列表
- std::list<Point *> closeList; //关闭列表
- };
- #pragma once
- /*
- //A*算法对象类
- */
- #include <vector>
- #include <list>
-
- const int kCost1=10; //直移一格消耗
- const int kCost2=14; //斜移一格消耗
-
- struct Point
- {
- int x,y; //点坐标,这里为了方便按照C++的数组来计算,x代表横排,y代表竖列
- int F,G,H; //F=G+H
- Point *parent; //parent的坐标,这里没有用指针,从而简化代码
- Point(int _x,int _y):x(_x),y(_y),F(0),G(0),H(0),parent(NULL) //变量初始化
- {
- }
- };
-
-
- class Astar
- {
- public:
- void InitAstar(std::vector<std::vector<int>> &_maze);
- std::list<Point *> GetPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner);
-
- private:
- Point *findPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner);
- std::vector<Point *> getSurroundPoints(const Point *point,bool isIgnoreCorner) const;
- bool isCanreach(const Point *point,const Point *target,bool isIgnoreCorner) const; //判断某点是否可以用于下一步判断
- Point *isInList(const std::list<Point *> &list,const Point *point) const; //判断开启/关闭列表中是否包含某点
- Point *getLeastFpoint(); //从开启列表中返回F值最小的节点
- //计算FGH值
- int calcG(Point *temp_start,Point *point);
- int calcH(Point *point,Point *end);
- int calcF(Point *point);
- private:
- std::vector<std::vector<int>> maze;
- std::list<Point *> openList; //开启列表
- std::list<Point *> closeList; //关闭列表
- };
- #include <math.h>
- #include "Astar.h"
-
- void Astar::InitAstar(std::vector<std::vector<int>> &_maze)
- {
- maze=_maze;
- }
-
- int Astar::calcG(Point *temp_start,Point *point)
- {
- int extraG=(abs(point->x-temp_start->x)+abs(point->y-temp_start->y))==1?kCost1:kCost2;
- int parentG=point->parent==NULL?0:point->parent->G; //如果是初始节点,则其父节点是空
- return parentG+extraG;
- }
-
- int Astar::calcH(Point *point,Point *end)
- {
- //用简单的欧几里得距离计算H,这个H的计算是关键,还有很多算法,没深入研究^_^
- return sqrt((double)(end->x-point->x)*(double)(end->x-point->x)+(double)(end->y-point->y)*(double)(end->y-point->y))*kCost1;
- }
-
- int Astar::calcF(Point *point)
- {
- return point->G+point->H;
- }
-
- Point *Astar::getLeastFpoint()
- {
- if(!openList.empty())
- {
- auto resPoint=openList.front();
- for(auto &point:openList)
- if(point->F<resPoint->F)
- resPoint=point;
- return resPoint;
- }
- return NULL;
- }
-
- Point *Astar::findPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner)
- {
- openList.push_back(new Point(startPoint.x,startPoint.y)); //置入起点,拷贝开辟一个节点,内外隔离
- while(!openList.empty())
- {
- auto curPoint=getLeastFpoint(); //找到F值最小的点
- openList.remove(curPoint); //从开启列表中删除
- closeList.push_back(curPoint); //放到关闭列表
- //1,找到当前周围八个格中可以通过的格子
- auto surroundPoints=getSurroundPoints(curPoint,isIgnoreCorner);
- for(auto &target:surroundPoints)
- {
- //2,对某一个格子,如果它不在开启列表中,加入到开启列表,设置当前格为其父节点,计算F G H
- if(!isInList(openList,target))
- {
- target->parent=curPoint;
-
- target->G=calcG(curPoint,target);
- target->H=calcH(target,&endPoint);
- target->F=calcF(target);
-
- openList.push_back(target);
- }
- //3,对某一个格子,它在开启列表中,计算G值, 如果比原来的大, 就什么都不做, 否则设置它的父节点为当前点,并更新G和F
- else
- {
- int tempG=calcG(curPoint,target);
- if(tempG<target->G)
- {
- target->parent=curPoint;
-
- target->G=tempG;
- target->F=calcF(target);
- }
- }
- Point *resPoint=isInList(openList,&endPoint);
- if(resPoint)
- return resPoint; //返回列表里的节点指针,不要用原来传入的endpoint指针,因为发生了深拷贝
- }
- }
-
- return NULL;
- }
-
- std::list<Point *> Astar::GetPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner)
- {
- Point *result=findPath(startPoint,endPoint,isIgnoreCorner);
- std::list<Point *> path;
- //返回路径,如果没找到路径,返回空链表
- while(result)
- {
- path.push_front(result);
- result=result->parent;
- }
- return path;
- }
-
- Point *Astar::isInList(const std::list<Point *> &list,const Point *point) const
- {
- //判断某个节点是否在列表中,这里不能比较指针,因为每次加入列表是新开辟的节点,只能比较坐标
- for(auto p:list)
- if(p->x==point->x&&p->y==point->y)
- return p;
- return NULL;
- }
-
- bool Astar::isCanreach(const Point *point,const Point *target,bool isIgnoreCorner) const
- {
- if(target->x<0||target->x>maze.size()-1
- ||target->y<0&&target->y>maze[0].size()-1
- ||maze[target->x][target->y]==1
- ||target->x==point->x&&target->y==point->y
- ||isInList(closeList,target)) //如果点与当前节点重合、超出地图、是障碍物、或者在关闭列表中,返回false
- return false;
- else
- {
- if(abs(point->x-target->x)+abs(point->y-target->y)==1) //非斜角可以
- return true;
- else
- {
- //斜对角要判断是否绊住
- if(maze[point->x][target->y]==0&&maze[target->x][point->y]==0)
- return true;
- else
- return isIgnoreCorner;
- }
- }
- }
-
- std::vector<Point *> Astar::getSurroundPoints(const Point *point,bool isIgnoreCorner) const
- {
- std::vector<Point *> surroundPoints;
-
- for(int x=point->x-1;x<=point->x+1;x++)
- for(int y=point->y-1;y<=point->y+1;y++)
- if(isCanreach(point,new Point(x,y),isIgnoreCorner))
- surroundPoints.push_back(new Point(x,y));
-
- return surroundPoints;
- }
- #include <math.h>
- #include "Astar.h"
-
- void Astar::InitAstar(std::vector<std::vector<int>> &_maze)
- {
- maze=_maze;
- }
-
- int Astar::calcG(Point *temp_start,Point *point)
- {
- int extraG=(abs(point->x-temp_start->x)+abs(point->y-temp_start->y))==1?kCost1:kCost2;
- int parentG=point->parent==NULL?0:point->parent->G; //如果是初始节点,则其父节点是空
- return parentG+extraG;
- }
-
- int Astar::calcH(Point *point,Point *end)
- {
- //用简单的欧几里得距离计算H,这个H的计算是关键,还有很多算法,没深入研究^_^
- return sqrt((double)(end->x-point->x)*(double)(end->x-point->x)+(double)(end->y-point->y)*(double)(end->y-point->y))*kCost1;
- }
-
- int Astar::calcF(Point *point)
- {
- return point->G+point->H;
- }
-
- Point *Astar::getLeastFpoint()
- {
- if(!openList.empty())
- {
- auto resPoint=openList.front();
- for(auto &point:openList)
- if(point->F<resPoint->F)
- resPoint=point;
- return resPoint;
- }
- return NULL;
- }
-
- Point *Astar::findPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner)
- {
- openList.push_back(new Point(startPoint.x,startPoint.y)); //置入起点,拷贝开辟一个节点,内外隔离
- while(!openList.empty())
- {
- auto curPoint=getLeastFpoint(); //找到F值最小的点
- openList.remove(curPoint); //从开启列表中删除
- closeList.push_back(curPoint); //放到关闭列表
- //1,找到当前周围八个格中可以通过的格子
- auto surroundPoints=getSurroundPoints(curPoint,isIgnoreCorner);
- for(auto &target:surroundPoints)
- {
- //2,对某一个格子,如果它不在开启列表中,加入到开启列表,设置当前格为其父节点,计算F G H
- if(!isInList(openList,target))
- {
- target->parent=curPoint;
-
- target->G=calcG(curPoint,target);
- target->H=calcH(target,&endPoint);
- target->F=calcF(target);
-
- openList.push_back(target);
- }
- //3,对某一个格子,它在开启列表中,计算G值, 如果比原来的大, 就什么都不做, 否则设置它的父节点为当前点,并更新G和F
- else
- {
- int tempG=calcG(curPoint,target);
- if(tempG<target->G)
- {
- target->parent=curPoint;
-
- target->G=tempG;
- target->F=calcF(target);
- }
- }
- Point *resPoint=isInList(openList,&endPoint);
- if(resPoint)
- return resPoint; //返回列表里的节点指针,不要用原来传入的endpoint指针,因为发生了深拷贝
- }
- }
-
- return NULL;
- }
-
- std::list<Point *> Astar::GetPath(Point &startPoint,Point &endPoint,bool isIgnoreCorner)
- {
- Point *result=findPath(startPoint,endPoint,isIgnoreCorner);
- std::list<Point *> path;
- //返回路径,如果没找到路径,返回空链表
- while(result)
- {
- path.push_front(result);
- result=result->parent;
- }
- return path;
- }
-
- Point *Astar::isInList(const std::list<Point *> &list,const Point *point) const
- {
- //判断某个节点是否在列表中,这里不能比较指针,因为每次加入列表是新开辟的节点,只能比较坐标
- for(auto p:list)
- if(p->x==point->x&&p->y==point->y)
- return p;
- return NULL;
- }
-
- bool Astar::isCanreach(const Point *point,const Point *target,bool isIgnoreCorner) const
- {
- if(target->x<0||target->x>maze.size()-1
- ||target->y<0&&target->y>maze[0].size()-1
- ||maze[target->x][target->y]==1
- ||target->x==point->x&&target->y==point->y
- ||isInList(closeList,target)) //如果点与当前节点重合、超出地图、是障碍物、或者在关闭列表中,返回false
- return false;
- else
- {
- if(abs(point->x-target->x)+abs(point->y-target->y)==1) //非斜角可以
- return true;
- else
- {
- //斜对角要判断是否绊住
- if(maze[point->x][target->y]==0&&maze[target->x][point->y]==0)
- return true;
- else
- return isIgnoreCorner;
- }
- }
- }
-
- std::vector<Point *> Astar::getSurroundPoints(const Point *point,bool isIgnoreCorner) const
- {
- std::vector<Point *> surroundPoints;
-
- for(int x=point->x-1;x<=point->x+1;x++)
- for(int y=point->y-1;y<=point->y+1;y++)
- if(isCanreach(point,new Point(x,y),isIgnoreCorner))
- surroundPoints.push_back(new Point(x,y));
-
- return surroundPoints;
- }
- #include <iostream>
- #include "Astar.h"
- using namespace std;
-
- int main()
- {
- //初始化地图,用二维矩阵代表地图,1表示障碍物,0表示可通
- vector<vector<int>> maze={
- {1,1,1,1,1,1,1,1,1,1,1,1},
- {1,0,0,1,1,0,1,0,0,0,0,1},
- {1,0,0,1,1,0,0,0,0,0,0,1},
- {1,0,0,0,0,0,1,0,0,1,1,1},
- {1,1,1,0,0,0,0,0,1,1,0,1},
- {1,1,0,1,0,0,0,0,0,0,0,1},
- {1,0,1,0,0,0,0,1,0,0,0,1},
- {1,1,1,1,1,1,1,1,1,1,1,1}
- };
- Astar astar;
- astar.InitAstar(maze);
-
- //设置起始和结束点
- Point start(1,1);
- Point end(6,10);
- //A*算法找寻路径
- list<Point *> path=astar.GetPath(start,end,false);
- //打印
- for(auto &p:path)
- cout<<'('<<p->x<<','<<p->y<<')'<<endl;
-
- system("pause");
- return 0;
- }
- #include <iostream>
- #include "Astar.h"
- using namespace std;
-
- int main()
- {
- //初始化地图,用二维矩阵代表地图,1表示障碍物,0表示可通
- vector<vector<int>> maze={
- {1,1,1,1,1,1,1,1,1,1,1,1},
- {1,0,0,1,1,0,1,0,0,0,0,1},
- {1,0,0,1,1,0,0,0,0,0,0,1},
- {1,0,0,0,0,0,1,0,0,1,1,1},
- {1,1,1,0,0,0,0,0,1,1,0,1},
- {1,1,0,1,0,0,0,0,0,0,0,1},
- {1,0,1,0,0,0,0,1,0,0,0,1},
- {1,1,1,1,1,1,1,1,1,1,1,1}
- };
- Astar astar;
- astar.InitAstar(maze);
-
- //设置起始和结束点
- Point start(1,1);
- Point end(6,10);
- //A*算法找寻路径
- list<Point *> path=astar.GetPath(start,end,false);
- //打印
- for(auto &p:path)
- cout<<'('<<p->x<<','<<p->y<<')'<<endl;
-
- system("pause");
- return 0;
- }
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