AI-Pathfinding-AStar
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for which you are calculating the path. In return it should provide an
array reference containing the following details about each of the
immediately surrounding nodes:
* Node ID
* Cost to enter that node
* Heuristic
Basically you should return an array reference like this: "[ [$node1,
$cost1, $h1], [$node2, $cost2, $h2], [...], ...];" For more information
on heuristics and the best ways to calculate them, visit the links
listed in the *SEE ALSO* section below. For a very brief idea of how to
write a getSurrounding routine, refer to the included tests.
As mentioned earlier, AI::Pathfinding::AStar provides two routines named
"findPath" and "findPathIncr". "findPath" requires as input the starting
and target node identifiers. It is unimportant what format you choose
for your node IDs. As long as they are unique, and can be distinguished
by Perl's "exists $hash{$nodeid}", then they will work. "findPath" then
returns an array (or reference) of node identifiers representing the
least expensive path to your target node. An empty array means that the
lib/AI/Pathfinding/AStar.pm view on Meta::CPAN
=over
=item * Node ID
=item * Cost to enter that node
=item * Heuristic
=back
Basically you should return an array reference like this: C<[ [$node1, $cost1, $h1], [$node2, $cost2, $h2], [...], ...];> For more information on heuristics and the best ways to calculate them, visit the links listed in the I<SEE ALSO> section below...
As mentioned earlier, AI::Pathfinding::AStar provides two routines named C<findPath> and C<findPathIncr>. C<findPath> requires as input the starting and target node identifiers. It is unimportant what format you choose for your node IDs. As long a...
=head1 PREREQUISITES
This module requires Heap (specifically Heap::Binomial and Heap::Elem) to function.
=head1 SEE ALSO
L<http://www.policyalmanac.org/games/aStarTutorial.htm>, L<http://xenon.stanford.edu/~amitp/gameprog.html>
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