Talk:A* search algorithm: Difference between revisions

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For me, it doesn't make me no never-mind no-how, but it took a wee bit of fixin' for my
<br>programming example &nbsp; (not yet posted) &nbsp; to match the existing displayed grids. &nbsp; -- [[User:Gerard Schildberger|Gerard Schildberger]] ([[User talk:Gerard Schildberger|talk]]) 16:42, 29 January 2017 (UTC)
 
: In my experience, matrix representation typically has 0,0 in the upper left hand corner. Opengl typically puts 0,0 in the lower left corner or the center, depending on context. Presumably we also have other standards which might be relevant here. But unless we state which standard we're working with... "the nice thing about standards is that there's so many to choose from". --[[User:Rdm|Rdm]] ([[User talk:Rdm|talk]]) 16:09, 17 January 2022 (UTC)
 
==A more interesting example==
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== Extra credit ==
While it is perfectly possible to solve an 8-puzzle with A*, and it is commonly used/taught, the fact that it is completely impractical for a 15-puzzle gives me serious doubts. Perhaps something more like the javascript demo, showing nodes actually examined would be better.
 
== Path cost ambiguity ==
 
After implementing this task and comparing my result to other results, I have noticed that some implementations give a path cost of 12 (which would suggest moving into the start square) while other implementations give a path cost of 11 (which would suggest not moving into that start square).
 
This seems like a minor issue, but we should probably think a little about what we want here. --[[User:Rdm|Rdm]] ([[User talk:Rdm|talk]]) 16:06, 17 January 2022 (UTC)
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