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  2. Maze-solving algorithm - Wikipedia

    en.wikipedia.org/wiki/Maze-solving_algorithm

    Robot in a wooden maze. A maze-solving algorithm is an automated method for solving a maze.The random mouse, wall follower, Pledge, and Trémaux's algorithms are designed to be used inside the maze by a traveler with no prior knowledge of the maze, whereas the dead-end filling and shortest path algorithms are designed to be used by a person or computer program that can see the whole maze at once.

  3. Pathfinding - Wikipedia

    en.wikipedia.org/wiki/Pathfinding

    Equivalent paths between A and B in a 2D environment. Pathfinding or pathing is the search, by a computer application, for the shortest route between two points. It is a more practical variant on solving mazes.

  4. Maze: Solve the World's Most Challenging Puzzle - Wikipedia

    en.wikipedia.org/wiki/MAZE:_Solve_the_World's...

    This gives the puzzle the feel of a maze or labyrinth. The book was adapted as the computer game Riddle of the Maze in 1994 by Interplay. This version featured full color illustrations and voice-overs for the narrator. [1] The contest has been void since 1987, but the book may still be purchased. [2]

  5. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    Compared to Dijkstra's algorithm, the A* algorithm only finds the shortest path from a specified source to a specified goal, and not the shortest-path tree from a specified source to all possible goals. This is a necessary trade-off for using a specific-goal-directed heuristic. For Dijkstra's algorithm, since the entire shortest-path tree is ...

  6. Any-angle path planning - Wikipedia

    en.wikipedia.org/wiki/Any-angle_path_planning

    Any-angle path planning algorithms are pathfinding algorithms that search for a Euclidean shortest path between two points on a grid map while allowing the turns in the path to have any angle. The result is a path that cuts directly through open areas and has relatively few turns. [ 1 ]

  7. Dijkstra's algorithm - Wikipedia

    en.wikipedia.org/wiki/Dijkstra's_algorithm

    Dijkstra's algorithm finds the shortest path from a given source node to every other node. [7]: 196–206 It can be used to find the shortest path to a specific destination node, by terminating the algorithm after determining the shortest path to the destination node. For example, if the nodes of the graph represent cities, and the costs of ...

  8. Shortest path problem - Wikipedia

    en.wikipedia.org/wiki/Shortest_path_problem

    Find the Shortest Path: Use a shortest path algorithm (e.g., Dijkstra's algorithm, Bellman-Ford algorithm) to find the shortest path from the source node to the sink node in the residual graph. Augment the Flow: Find the minimum capacity along the shortest path. Increase the flow on the edges of the shortest path by this minimum capacity.

  9. Theta* - Wikipedia

    en.wikipedia.org/wiki/Theta*

    For the simplest version of Theta*, the main loop is much the same as that of A*. The only difference is the _ function. Compared to A*, the parent of a node in Theta* does not have to be a neighbor of the node as long as there is a line-of-sight between the two nodes.