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A 算法原文
A* Pathfinding for Beginners
by Patrick Lester
Updated July 18, 2005
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This article has been translated
into Albanian, Chinese, French, G
erman, Portuguese, Russian,
and Spanish. Other translations
are welcome. See email address
at the bottom of this article.
The A* (pronounced A-star)
algorithm can be complicated
for beginners. While there are
many articles on the web that
explain A*, most are written
for people who understand the
basics already. This article is
for the true beginner.
This article does not try to be the definitive work on the subject. Instead it describes
the fundamentals and prepares you to go out and read all of those other materials
and understand what they are talking about. Links to some of the best are provided
at the end of this article, under Further Reading.
Finally, this article is not program-specific. You should be able to adapt whats here
to any computer language. As you might expect, however, I have included a link to
a sample program at the end of this article. The sample package contains two
versions: one in C++ and one in Blitz Basic. It also contains executables if you just
want to see A* in action.
But we are getting ahead of ourselves. Lets start at the beginning ...
Introduction: The Search Area
Lets assume that we have someone who wants to get from point A to point B. Lets
assume that a wall separates the two points. This is illustrated below, with green
being the starting point A, and red being the ending point B, and the blue filled
squares being the wall in between.
[Figure 1]
The first thing you should notice is that we have divided our search area into a
square grid. Simplifying the search area, as we have done here, is the first step in
pathfinding. This particular method reduces our search area to a simple two
dimensional array. Each item in the array represents one of the squares on the grid,
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