Open maximweb opened 5 months ago
Hi @maximweb, If I understand correctly, you want to favor the y-direction in the heuristic of A* . simple:
from pathfinding.finder.a_star import AStarFinder
from pathfinding.core.diagonal_movement import DiagonalMovement
def my_heuristic(dx, dy) -> float:
return dx + dy * 1000
finder = AStarFinder(
heuristic=my_heuristic,
diagonal_movement=DiagonalMovement.never
)
path, runs = finder.find_path(start, end, grid)
(tested with https://brean.github.io/svelte-pyscript-pathfinding)
Note that this is not a very nice solution because it might increase your search space. A* is only suited to give you ONE best solution, not all possible paths and because the distance to the goal is the same A and B are both the correct best solutions. However I have some ideas for alternatives:
https://news.movel.ai/theta-star https://zerowidth.com/2013/a-visual-explanation-of-jump-point-search/
Hi @brean ,
thank you for your reply. My goal was to reduce the amount of turns in general, not necessarily favoring one direction.
I looked at your example, but it kept getting more turns than necessary. I also not 100% sure I understand it. As far as I understand, the heuristic is a representation of the distance of the current node to the destination, and A should favor nodes with a smaller heuristic. Hence, your `dy 1000` would punish any deviation from $y_{target}$ and resulting in vertical movement first. Yet your playground gave me paths, which always seem to prefer the x direction (horizontal).
In the meantime, I stumbled across a project, which uses a modification of your library, to do just what I want to achieve:
After the default cost calculation: https://github.com/brean/python-pathfinding/blob/a99f3c2728c62aa5107c000b93c9c2295749c390/pathfinding/finder/finder.py#L107-L109
They calculate the previous and current direction, and if these diverge, they add a penalty (Source).
lastDirection = (
None
if parent.parent == None
else (parent.x - parent.parent.x, parent.y - parent.parent.y)
)
turned = (
0
if lastDirection == None
else (
lastDirection[0] != node.x - parent.x
or lastDirection[1] != node.y - parent.y
)
)
ng += self.turnPenalty * turned
(I think in the original the sign was wrong, as they compared parent - grandparent == node - parent
instead of parent - grandparent == parent - node
, so I changed that.)
My first tests indicate, that this does exactly what I intended. I'll post an update, as soon as I find the time to test more.
Hey,
yes, you understand correctly by punishing one direction it would favor straight paths in the other direction, not necessary change the amount of turns. The turn-penalty is a very interesting idea, I think we can include that in python-pathfinding as well, of course only as optional parameter to not change the original A*s functionality, or inherit from AStarFinder and create it as own finder...
Looking forward to your tests.
A* is only suited to give you ONE best solution, not all possible paths
The good news is that we have all necessary information in grid.nodes
to extract all possible optimal paths. Therefore, we can traverse all the paths and find the one that has the minimum number of turns.
Here is my approach:
from pathfinding.core.grid import Grid, GridNode, DiagonalMovement
from pathfinding.finder.a_star import AStarFinder
class Solution:
def __init__(self):
self.num_turns = 0
self.path = []
self.last_action = None
def add(self, p: GridNode):
if len(self.path) == 0:
self.path.append(p)
return
if len(self.path) == 1:
p0 = self.path[0]
self.last_action = (p.x - p0.x, p.y - p0.y)
self.path.append(p)
return
p_last = self.path[-1]
new_action = (p.x - p_last.x, p.y - p_last.y)
if new_action != self.last_action:
self.num_turns += 1
self.last_action = new_action
self.path.append(p)
def pop(self):
if len(self.path) == 0:
raise ValueError()
if len(self.path) <= 2:
self.last_action = None
self.path = self.path[:-1]
return
p2 = self.path[-2]
p3 = self.path[-3]
new_last_action = (p2.x - p3.x, p2.y - p3.y)
if new_last_action != self.last_action:
self.num_turns -= 1
self.last_action = new_last_action
self.path = self.path[:-1]
def traverse(grid: Grid, solution: Solution, best_solution: Solution):
last_node = solution.path[-1]
for n in grid.neighbors(last_node):
if not n.closed:
continue
if last_node.g != n.g + grid.calc_cost(last_node, n, weighted=True):
continue
solution.add(n)
if solution.num_turns < best_solution.num_turns:
if n.g == 0:
best_solution.path = solution.path
best_solution.num_turns = solution.num_turns
else:
traverse(grid, solution, best_solution)
solution.pop()
def find_path_with_less_turns(start, goal, grid):
grid.cleanup()
finder = AStarFinder(diagonal_movement=DiagonalMovement.never)
path, _ = finder.find_path(start, goal, grid)
if not path:
return []
best_solution = Solution()
best_solution.num_turns = float("inf")
solution = Solution()
solution.add(goal)
traverse(grid, solution, best_solution)
return best_solution.path[::-1]
Edit: it is better to use Dijkstra or BFS instead of A, because A does not guarantee finding every optimal path.
Thanks for this library. Being new to pathfinding, I used the A* basic example at it ran right away.
Is your feature request related to a problem? Please describe. For my use-case, I set
DiagonalMovement.never
. I now was wondering, if it is possible to favor a path with less turns?Describe the solution you'd like
s
toe
.A
(sxxAA..Axxe
) andB
(sxxBB..Bxxe
).B
has the same length as pathA
. Is it possible to tune settings(neighbor weights?) so that pathA
(having less turns) is favored over pathB
?Describe alternatives you've considered
A
, but I getB
instead.