Simulation of path planning for self-driving vehicles in Unity. This is also an implementation of the Hybrid A* pathfinding algorithm which is useful if you are interested in pathfinding for vehicles.
Ways of thinking that possibly can help solve this problem
Find all possible paths from fixed point A to arbitrary point B (or arbitrary point A to arbitrary point B), maybe somehow find the function nextStepAction(kinematicState).
Kinematic constraint:
If we have an action function, we can easily get a trajectory, but how can we solve the inverse problem? What if we have a trajectory and the problem is to compute an action function?
А continuous space in practice may contain parts similar to each other can this be used somehow?
Can the simulation car track the path perfectly? Maybe take account of smooth path by kinematic constraint.