https://en.wikipedia.org/wiki/Visibility_graph
On a visibility graph you can run any search algorithm. The key thing is this graph is sparse (the number of nodes is really limited by the amount and complexity of the obstacles, not the distances).
This algorithm follows almost perfectly your outlined steps. In particular it draws a line to the destination, and if it encounters an obstacle it "walks" paths (generates successors for A*) along the exterior of an obstacle until it can "See" (draw a straight line to) the destination or another obstacle. By using "obstacle free distance to destination" as a heuristic at each node, this will provide optimal paths.
You can, just from the wikipedia page, deduce a good response to the problem of "select the optimal point for bypassing the obstacle". (Maybe try the vertices of the convex hull / AABB - and don't worry, it may take a few iterations to truly wrap around an obstacle)
This will perform much, much better on sparse environments than a grid, because a grid has to iterate O(n) for n grid cells, while a visibility graph has to iterate O(n) for n obstacles (of a given complexity).
Very nice!
Maybe take a look at HPA* (hierarchal A* - partition the map, pathfind on high-level map, then pathfind at lower granularity).
You can also encode into the hierarchy information about whether a rabbit exists in the chunk in the first place, to reduce the initial search for nearest-rabbit.
Factorio had a good blog post on it [1], and Rimworld too but it also enabled arbitrary-sized partitions. [2]
I'm kind of just guessing based on your basic description though; what's the full scenario in mind?
[0] http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter14_JPS...
Simon Peyton Jones on Getting from A to B fast route finding on slow computers [PWL London]
https://www.youtube.com/watch?v=L1XDdy-hOH8
It goes from 0 all the way up to A*, then beyond. I think the new stuff is based on https://www.cs.tau.ac.il/~haimk/papers/sp-wea.pdf but I'm not sure since the paper isn't explicitly named in the video.
- Follow the path found (if there's none, that's it)
- As you follow the path, sense the world and take note of new obstacles.
- If there's an action you can't make because of a new obstacle, re-run A.
There's ways of re-using the state from previous A runs (as long as the goal is still the same) that becomes handy on complex maps where the path you wanted to follow is blocked deeply.
BTW, if you tie-break nodes on lower heuristic value (h-value), then you'll be more likely to search deeper paths, which makes optimizations like trying to follow a straight line kind of useless, but as always, run benchmarks before guessing.
Also, if you have a tight deadlines for the search algorithm, like having to make another tick on the game happen, there's some real-time variants of A* that have a bound for how many nodes A* can expand on each run. I don't think you'll need real-time A* though, I remember that this approach using Dijkstra was fast enough for a project back in Uni on now 15yo hardware, so newer hardware using A* must be good enough ever for large graphs.
Core … and a bit too vague. I'd be curious what happens to it if you run into a concave object. Image running into the back curve of a crescent, or, since diagonals are not legal moves,
XXXXX
XXX X
X
X
S - - > X E
X
X
XXX X
XXXXX
Once you're inside such a shape, following the outline is not the optimal way around it (you'd waste time in the little alcoves at the top & bottom, and I could make those alcoves considerably more pathological, too). You'd want to head for one of the opening's corners.Of course, the optimal path S → E avoids walking into that entirely.
Since it seems to be a game, though, the other consideration is "should the entity use optimal pathfinding?" Confounding an opponent with an odd shape could be just called "gameplay". (Different opponents might even have different levels of intelligence, and thus, different pathfinding. Some 2D games I have played have this exact mechanic.)
This is still technically A* if you squint. The straight line is like using a eulicdean heuristic. The "optimal point" is just an abstracted way of navigating around obstacles.
The main thing you lose is that your path is no longer guaranteed to be optimal or guaranteed to be found if a solution exists. This was a problem I encountered, but I was trying to pathfind in a dynamic environment.
If your environment is static, you're better off just doing a pre-processing step where you divide your world into chunks of terrain. Maybe by using a flood fill algorithm and breaking off chunks when they reach the size of 100 tiles. Then you can maintain a graph that tells you if you can traverse from one chunk to another.
Your pathfinding over large distances would consist of an A* search on the graph of pre-computed chunks, and another A* search from your current chunk->next chunk.
Sooner or later, someone will link to Amit's pages, so it may as well be me :-). Since you are talking about ray casting, perhaps your "performance" question is about the shape/quality of the path. From Amit's: "The most common question I get when people run pathfinding on a grid is why don’t my paths look straight?" [0]
I also recall a video by the 8-Bit Guy [1] where he discussed his pathfinding hacks for Planet X16. Due to hardware limitations, he had to get creative with his path finding. Probably not super-relevant to your project, both could be fun/inspiring in the sense of finding a less traditional way of doing things that really fits your project needs.
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0: https://www.redblobgames.com/pathfinding/a-star/implementati...
In such cases, humans cannot see the back side of obstacles. Additionally, there are situations where the exact destination may not be known. They simply infer based on what they can see in front of them. "There's an obstacle over there. Which way would be better to go around?" My approach began from this perspective.
This flow of pathfinding is entirely different from A*. So, the algorithm has been modified a bit now. I changed it so that it does not investigate the entire shape or full outline of obstacles. The flow is as follows:
1. Attempt to move in a straight line in the direction I want to go. 2. Detect an obstacle. 3. Explore the visible outline of the obstacle, focusing on the side that seems closer to the destination. 4. When reaching the endpoint of the outline, select an appropriate detour point nearby.
The final detour point will, of course, be a location where a straight-line movement from the starting point avoids hitting the obstacle. Once I reach the detour point from the starting point, I repeat the process.
[1] https://www.cs.cmu.edu/~motionplanning/lecture/Chap2-Bug-Alg... [2] https://en.wikipedia.org/wiki/Jump_point_search
Given the hardware of the time and the (relatively) large maps, we couldn't just use A.
Fun fact: There was a building called the "Robot Command Center." If you had one, path finding was upgraded by first running this method, and then running A constrained to some distance from the initial path. The result was a more efficient path that removed silly bits of backtracking and so forth. I've not seen another RTS where there was an upgrade that affected path finding.
Your current solution seems like it could be a minefield of edge cases.
One nice thing we added to those "large" game worlds back then was to pre-compute "highway" routes and then path-find at run-time to a nearby "on-ramp" to save time. Also, we cheated by teleporting NPCs when no-one was looking.
I think that the problem with A* is that it use a mix of horizontal and vertical and 45° lines, but your proposal makes more natural straigh lines. I think it's more nice, but don't think it's more efficient (but I don't have a hard proof).
PS: The guidelines ask to use the original title. https://news.ycombinator.com/newsguidelines.html
The article mentions wolves and rabbits, what if a rabbit is in a cave. That is to say the obstacle you need to waypoint around is in fact something you need to go inside of. The wrong waypoints to navigate around the obstacle becomes circle the obstacle indefinitely.
I would probably go with a hierarchical A* that way you can get the high level path quickly and do the local fine grain pathfinding in small chunks as you go.
We are now at the final stage. When looking for a detour in the direction blocked by the map boundary and failing to find one, the program attempts exploration on the opposite side. It's getting very close to being complete.
I will direct the author to any number of references in the field of robotic motion planning. These are algorithms designed to deal with continuous spaces, which is the limiting case of the author's problem with too fine grained a resolution in the A* search graph.
Checking the textbook on my shelf, Principles of Robot Motion (2005), I find an algorithm called "Tangent Bug" within the first 30 pages, which is similar in spirit to the author's proposed approach. The textbook goes on for 500 more pages to develop a host of more sophisticated techniques, including "sampling-based planning," which the author may find extremely useful.
Edit: Just recalled this excellent blog post of Casey Muratori on using one of the sampling algorithms, "RRT", for The Witness: https://caseymuratori.com/blog_0005
this looks to be solving a different problem than A*, which operates over discrete graphs. this looks to be operating in 2D continuous space instead.
so, what is the algorithm for finding the optimal point on the obstacle's outline for bypass (4)? is it finding the point on the outline nearest the destination?
then, how do you subsequently "backtrack" to a different bypass point on the obstacle if the first choice of bypass point doesn't work out?
there's something interesting here for trying to directly operate on 2D space rather than discretizing it into a graph, but I'm curious how the details shake out.