A* Search in 2-Dimensional Games
CSC I1500: Artificial Intelligence
David Leonard
December 12th, 2015
A* Search
f(n) = g(n) + h(n)
f
(
n
)
=
g
(
n
)
+
h
(
n
)
f(n) = g(n) + h(n)
f
(
n
)
=
g
(
n
)
+
h
(
n
)
f(n) = fitness
f
(
n
)
=
f
i
t
n
e
s
s
f(n) = fitness
f
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n
)
=
f
i
t
n
e
s
s
g(n) = goal
g
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n
)
=
g
o
a
l
g(n) = goal
g
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n
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=
g
o
a
l
h(n) = heuristic
h
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=
h
e
u
r
i
s
t
i
c
h(n) = heuristic
h
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n
)
=
h
e
u
r
i
s
t
i
c
A* in Action
Mechanics of Fire Emblem
Statistics
Character Death
Random Number Generator
Terrain
Applications of A*
Defining
h(n)
h
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n
)
h(n)
h
(
n
)
h(n) = k(x)
h
(
n
)
=
k
(
x
)
h(n) = k(x)
h
(
n
)
=
k
(
x
)
h(n) = u(x)
h
(
n
)
=
u
(
x
)
h(n) = u(x)
h
(
n
)
=
u
(
x
)
h(n) = d(x)
h
(
n
)
=
d
(
x
)
h(n) = d(x)
h
(
n
)
=
d
(
x
)
h(n) = m(x)
h
(
n
)
=
m
(
x
)
h(n) = m(x)
h
(
n
)
=
m
(
x
)
Is well defined?
h(n)
h
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n
)
h(n)
h
(
n
)
Improvements to
h(n)
h
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n
)
h(n)
h
(
n
)
Factor in
Hit Percentage
Factor in
Critical Hit Percentage
Factor in
Damage Dealt > 0
Factor in
Terrain Bonuses
Abuse
Random Number Generator
Implementation Challenges
Optimizating A* Computations
Title Text
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