原地址https://www.redblobgames.com/pathfinding/a-star/implementation.html。
A*算法是游戏中常用的寻路算法。A*算法在Dijkstra算法的基础上进行了一些改进,Dijkstra算法只按照离起点的值作为搜索的顺序,而实际上,离起点近并不意味着离终点近,这样的搜索顺序可能并不是最优的。但问题是,我们并不能准确知道当前点离终点的距离,因此,只能用一种估算的方式来计算。A*算法的有一个“估价函数”,该函数以任意“状态”为输入,计算出从该状态到目标状态所需代价的估计值。带有估价函数的优先队列BFS就称为A*算法。
A*算法作为游戏中常用的寻路算法是因为游戏地图通常是基于网格的,使用A*算法有更快的运行效率。
先来看图的数据结构。因为我最近在学Python,所以这里值引用了Python的写法。在原地址中,有C++和C#的版本。
class SimpleGraph:
def __init__(self):
self.edges = {}
def neighbors(self,id):
return self.edges[id]
class SquareGrid:
def __init__(self, width, height):
self.width = width
self.height = height
self.walls = []
def in_bounds(self, id):
(x, y) = id
return 0 <= x < self.width and 0 <= y < self.height
def passable(self, id):
return id not in self.walls
def neighbors(self, id):
(x, y) = id
results = [(x + 1, y), (x, y - 1), (x - 1, y), (x, y + 1)]
if (x + y) % 2 == 0: results.reverse() # aesthetics
results = filter(self.in_bounds, results)
results = filter(self.passable, results)
return results
class GridWithWeights(SquareGrid):
def __init__(self, width, height):
super(SquareGrid).__init__(width,height)
self.weights = {}
def cost(self, from_node, to_node):
# 走到相邻单位的消耗为1,这里相当于返回一个常量
return self.weights.get(to_node, 1)
这里的写法确实让我印象深刻,可能是因为我才学Python的缘故吧。我觉得他写得接口比较好,图的结构写得相当简洁。
BFS
为了更好的理解A*算法,作者首先介绍了BFS的搜索方式。
def breadth_first_search(graph, start, goal):
frontier = collections.deque()
came_from = {}
came_from[start] = None
frontier.append(start)
while len(frontier) > 0:
current = frontier.popleft()
if current == goal:
break
for next in graph.neighbors(current):
if next not in came_from:
came_from[next] = current
frontier.append(next)
return came_from
Dijkstra
def dijkstra_search(graph, start, goal):
frontier = []
heapq.heappush(frontier,(0,start))
came_from = {}
cost_so_far = {}
came_from[start] = None
cost_so_far[start] = 0
while len(frontier) > 0:
current = heapq.heappop(frontier)[1]
if current == goal:
break
for next in graph.neighbors(current):
new_cost = cost_so_far[current] + graph.cost(current, next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
priority = new_cost
heapq.heappush(frontier,(priority,next))
came_from[next] = current
return came_from, cost_so_far
A*
def heuristic(a, b):
(x1, y1) = a
(x2, y2) = b
return abs(x1 - x2) + abs(y1 - y2)
def a_star_search(graph, start, goal):
frontier = []
heapq.heappush(frontier,(0,start))
came_from = {}
cost_so_far = {}
came_from[start] = None
cost_so_far[start] = 0
while len(frontier) > 0:
current = heapq.heappop(frontier)[1]
if current == goal:
break
for next in graph.neighbors(current):
new_cost = cost_so_far[current] + graph.cost(current, next)
if next not in cost_so_far or new_cost < cost_so_far[next]:
cost_so_far[next] = new_cost
priority = new_cost + heuristic(goal, next)
heapq.heappush(frontier,(priority,next))
came_from[next] = current
return came_from, cost_so_far
可以看出,A*在Dijkstra的基础上改动并不大,就是改变了搜索的顺序。因此,A*算法提高搜索效率的关键,就在于能否设计出一个优秀的估价函数。估价函数的估值不能大于未来实际代价,并且还应该尽可能反映未来实际代价的变化趋势和相对大小关系,这样搜索才会较快地逼近最优解。
在寻路算法中,通常使用的估计函数有:
- 曼哈顿距离,在二维平面就是。上面的例子就是用的曼哈顿距离。
- 欧氏几何平面距离,在二维平面是。
- 切比雪夫距离,在二维平面就是。
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