Visualizing Pathfinding Algorithms

Visualizing Pathfinding Algorithms

CodeNoodles

1 год назад

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@catmaxi2599
@catmaxi2599 - 08.05.2023 09:25

I think you could have shown Dijkstra and depth first search too. Perhaps djikstra ends up almost doing the same as bfs it still worthwhile pointjng out the differences

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@DD-rn4gi
@DD-rn4gi - 09.05.2023 19:12

The sounds are horrendous

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@drakovangorder8160
@drakovangorder8160 - 13.05.2023 08:41

give us the link lmao

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@Haxses.
@Haxses. - 23.06.2023 09:43

Watching this made me hungry for noodles...

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@Frezi23
@Frezi23 - 18.07.2023 13:32

Maybe it's better to use vectors here instead of straight lines, to optimize it's movement

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@djtimo
@djtimo - 24.07.2023 12:00

Hey Noodles! Where/How would I get the code for this. I wanted to experiment with the program but I wasn't sure how to do that.

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@invisiblevfx
@invisiblevfx - 16.08.2023 23:26

Nice job. Now use only the notes in the a minor key

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@isaacmurray8490
@isaacmurray8490 - 17.08.2023 05:03

You should use this to make a pathfinding algorithm play never gonna give you up

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@empireempire3545
@empireempire3545 - 17.08.2023 12:35

Now i wait for Jump Point Search

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@user199x
@user199x - 08.10.2023 13:05

Would've been fun to see an algorithm that picks at random, just for the sound of it

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@plagosus
@plagosus - 12.10.2023 15:08

The sound effect turned up much cooler than I expected tbh. Great work here!

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@amoineau
@amoineau - 13.10.2023 15:02

Really cool piece of software !

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@SkateBox900
@SkateBox900 - 16.10.2023 09:52

🤘🔥 awesome. thanks. that’s really cool.
I’m going to tinker around with coding something like that.

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@u9vata
@u9vata - 16.10.2023 21:56

You should have written which is which. Btw a lot of other algorithms exist: like there are various speedups for A* for grid-like spaces like this that are more efficient and there are hierarchical pathfinding algorithms that basically create bigger grids and pre-calculate which connects with which (info needed only at boundary) and then you can do a higher level search on the bigger grid and then a low-level search for the inside of the grid. This ensures scalability much better.

A further speedup to the original A* is to "look ahead" so instead of just using the hint values for the cell to visit - we look ahead and its hint becomes hint values of that + all its neighbors that are k distant from it. This ensures much better heuristic hints at the cost of more operations - but can lead to better results. One can also pair this up with data structures that hold the grid not the usual 2D array ways, but as a hierarchy where close-by elements are more often cache local to each (this is especially powerful if you can make the grid 0s and 1s.

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@comeycallate9959
@comeycallate9959 - 31.10.2023 21:11

The difference of the sound use is the algorithm is linearly increased, from sorting algorithms is more exciting because of the pseudo randomized opening and the ordered ending

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@Hoxle-87
@Hoxle-87 - 05.11.2023 01:26

Nice!

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@HyperFocusMarshmallow
@HyperFocusMarshmallow - 21.11.2023 17:42

I love how you showed “mistakes”. That’s so useful for learning. Maybe you even made mistakes on purpose to be pedagogical, I don’t know. Very useful regardless!

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@HyperFocusMarshmallow
@HyperFocusMarshmallow - 21.11.2023 17:47

Cool!

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@obvioustruth
@obvioustruth - 24.11.2023 01:28

Awesome video! :D

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@davepullin8572
@davepullin8572 - 24.11.2023 04:30

You should generate a sound in sync with the drawing of the final path. (instead of the silence!)

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@Speiger
@Speiger - 24.11.2023 09:36

I know this is one year late.
But the breath first algorithm has 1 upside that the A* cant really compete in.
And that is when you have multiple targets, or if you don't know where the targets are on the grid.

The second one is fairly simple because the A* requires target locations to work optimally.
The first one is not so simple,
with a finite set of targets you could optimize it to work, but if the size gets to big even a optimized priority queue that is designed to handle multiple targets you simply lose in complexity gained because you have to iteratively check against all targets, while the breath first simply can simply check on a set if it is contained.
It's basically List.indexOf vs Set.contains problem.

And pathfinding usually contains multiple targets at once.

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@Knittely
@Knittely - 25.11.2023 22:52

Now give this to some music producers and they will make a song by creating a maze!

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@ghost_ship_supreme
@ghost_ship_supreme - 26.11.2023 09:19

I kings found the noise annoying… Too high pitched

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@wurdleturtle1
@wurdleturtle1 - 26.11.2023 14:37

I wonder if someone could make music with this…

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@hypercoder-gaming
@hypercoder-gaming - 26.11.2023 21:45

Why not make both the start and end pathfind to the other until they meet in the middle and make a path? Would it be faster or slower?

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@Psychopatz
@Psychopatz - 27.11.2023 10:35

I feel the struggle of the cpu from scanning that algorithm grid lmao

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@XoIoRouge
@XoIoRouge - 27.11.2023 18:20

The biggest thing missing is information on each pathfinding. My favorite part about Timo Bingmann's video is that I could identify which sort I liked the best and look it up for more information. I wish I knew which pathfinding algorithm was being used.

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@PikalaxALT
@PikalaxALT - 27.11.2023 21:13

Is there a combination of layout and algorithm that would make the audio sound like the harp intro to Zelda's Fairy Fountain theme?

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@marcd.1166
@marcd.1166 - 28.11.2023 07:19

"Manathan distance" ... use the proper math term "Euclidian distance"

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@danyaeger12345
@danyaeger12345 - 28.11.2023 16:16

Heh just seeing this video now, and i love it. The one thing i thought was missing is a final going up the scale as the purple line is drawn in. It was a little disappointing after all that awesomeness to not get that final glissando when it's found the path. Always found that to be the most satisfying part of the sorting method videos.

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@the_cheese_cultist
@the_cheese_cultist - 01.12.2023 22:08

you can make a c++ priority queue order from minimum to maximum like this:

std::priority_queue<int, std::vector<int>, std::greater<int>>

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@kippesolo8941
@kippesolo8941 - 03.12.2023 12:37

Nice Vid but did you seriously compare A* and BFS ??
A Path finding algo vs a path optimization algo.

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@paicemaster6855
@paicemaster6855 - 09.12.2023 14:51

So glad i found your channel! Awesome video and your newer ones look even more interesting ^_^

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@GordonWrigley
@GordonWrigley - 19.12.2023 18:31

It's a nice enough video, but A* was kinda base level when I studied computer science more than 20 years ago so there are many many videos explaining it. It'd be nice to see videos that go into the various improvements that have been created since then.

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@shripalmehta
@shripalmehta - 07.02.2024 22:37

Great video, but could have been better if you showed which approach/algorithm is being implemented after adding the sound effects. you've put in great efforts.

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@jeremiahlyleseditor437
@jeremiahlyleseditor437 - 15.02.2024 19:38

This works wonderfully but most of the outcomes are not the shortest distance.
Have you improved this algorithm to always give the shortest distance?

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@jakeaustria5445
@jakeaustria5445 - 20.02.2024 02:44

Hi Mr. Pasta, it's fortunate to see you not being gulped down by philosophers.

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@TheArchitectOfDreams
@TheArchitectOfDreams - 27.02.2024 07:02

Sound effect should be low fart at the start, then get higher pitched as it gets closer.

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@RenatoT66
@RenatoT66 - 13.04.2024 05:32

Wow!

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