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  • Producing a smooth mesh from density cloud and marching cubes

    - by Wardy
    Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like this, rather than typical rolling hills; which should explain the "missing cubes" in the image below. If I render my density map in normal "minecraft mode" (1 block per point in the density map) varying the size of the cube based on the value in my density map (floats in the range 0 to 1) I get something like this: I'm now happy that I can produce a density map for the marching cubes algorithm (which will need a little tweaking) but for some reason when I run it through my implementation it's not producing what I expect. My problem is that I'm getting something like the first image in this answer to my previous question, when I want to achieve the effect in the second image. Upon further investigation I can't see how marching cubes does the "move vertex along the edge" type logic (i.e. the difference between the two images on my previous link). I see that it does do some interpolation, but I'm not convinced I have the correct understanding of what I think it should do, because the code in question appears to give the same result regardless of whether I use boolean or float values. I took the code from here which is a C# implementation of marching cubes, but instead of using the MarchingCubesPrimitive I modified it to accept an object of type IDrawable, containing lists for the various collections (vertices, normals, UVs, indices), the logic was otherwise untouched. My understanding is that given a very low isovalue the accuracy level of the surface being rendered should increase, so in short "less 45 degree slows more rolling hills" type mesh output. However this isn't what I'm seeing. Have I missed something or is the implementation flawed and need to be fixed? EDIT: A little more detail on what I am seeing when I "marching cube" the data. Ok so firstly, ignore the fact that the meshes created by the chunks don't "connect" (i'll probably raise another question about this later). Then look at the shaping of the island, it's too ... square, from the voxels rendered as boxes you get the impression there's a clean soft gradual hill and yet from the image there are sharp falling edges even in the most central areas where the gradient in the first image looks the most smooth. The data is "regenerated" each time I run this so no 2 islands come out the same, and it's purely random so not based on noise, but still, how can it look so smooth in 1 image and so not smooth in the other?

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  • "Marching cubes" voxel terrain - triplanar texturing with depth?

    - by Dan the Man
    I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass texture set to the Y axis and a dirt texture for both the X and Z axes. Now, when my player digs downwards, it still appears as grass. How would I make it to appear as dirt? I have been thinking about this for a while, and the only thing I can think of to make this effect, would be to mark vertices that have been dug with a certain vertex color. When it has that vertex color, the shader would apply that dirt texture to the vertices marked. Is there a better method?

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  • How to choose an integer linear programming solver ?

    - by Cassie
    Hi all, I am newbie for integer linear programming. I plan to use a integer linear programming solver to solve my combinatorial optimization problem. I am more familiar with C++/object oriented programming on an IDE. Now I am using NetBeans with Cygwin to write my applications most of time. May I ask if there is an easy use ILP solver for me? Or it depends on the problem I want to solve ? I am trying to do some resources mapping optimization. Please let me know if any further information is required. Thank you very much, Cassie.

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  • Best algorithm for recursive adjacent tiles?

    - by OhMrBigshot
    In my game I have a set of tiles placed in a 2D array marked by their Xs and Zs ([1,1],[1,2], etc). Now, I want a sort of "Paint Bucket" mechanism: Selecting a tile will destroy all adjacent tiles until a condition stops it, let's say, if it hits an object with hasFlag. Here's what I have so far, I'm sure it's pretty bad, it also freezes everything sometimes: void destroyAdjacentTiles(int x, int z) { int GridSize = Cubes.GetLength(0); int minX = x == 0 ? x : x-1; int maxX = x == GridSize - 1 ? x : x+1; int minZ = z == 0 ? z : z-1; int maxZ = z == GridSize - 1 ? z : z+1; Debug.Log(string.Format("Cube: {0}, {1}; X {2}-{3}; Z {4}-{5}", x, z, minX, maxX, minZ, maxZ)); for (int curX = minX; curX <= maxX; curX++) { for (int curZ = minZ; curZ <= maxZ; curZ++) { if (Cubes[curX, curZ] != Cubes[x, z]) { Debug.Log(string.Format(" Checking: {0}, {1}", curX, curZ)); if (Cubes[curX,curZ] && Cubes[curX,curZ].GetComponent<CubeBehavior>().hasFlag) { Destroy(Cubes[curX,curZ]); destroyAdjacentTiles(curX, curZ); } } } } }

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  • Significance of Bresenhams Line of Sight algorithm

    - by GamDroid
    What is the significance of Bresenhams Line of Sight algorithm in chasing and evading in games? As far as i know and implemented this algorithm calulates the straight line between two given points. However while implementing it in game development i stored the points calculated using this algorithm in an array.Then im traversing this array for chasing and evading purpose. This looks to be working good with some angles only.In an pixel based environment/tile based. What if there are some obstacles added in the paths of the two points? then this algorithm will not work right? How well can we use the Bresenhams Line algorithm in game development?

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  • C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

    - by Tim Hatch
    To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the outer layer rendered? I'm using 3D Perlin Noise for terrain generation (for overhangs/caves/etc). The layout is fantastic, but even for around 20k visible faces, it's quite slow using instancing (whether it's one big draw call or multiple smaller chunks). I've simplified it to the point of removing non-visible cubes and only having the top faces of my cube-like terrain be rendered, but with 20k quad instances, it's still pretty sluggish (30fps on my machine). My goal is for the world to be made using quite small cubes. Where multiple games (IE: Minecraft) have the player 1x1 cube in width/length and 2 high, I'm shooting for 6x6 width/length and 9 high. With a lot of advantages as far as gameplay goes, it also means I could quite easily have a single scene with millions of truly visible quads. So, I have been trying to look into changing my method from instancing to mesh generation on a chunk by chunk basis. Do video cards handle this type of processing better than separate quads/cubes through instancing? What kind of existing algorithms should I be looking into? I've seen references to marching cubes a few times now, but I haven't spent much time investigating it since I don't know if it's the better route for my situation or not. I'm also starting to doubt my need of using 3D Perlin noise for terrain generation since I won't want the kind of depth it would seem best at. I just like the idea of overhangs and occasional cave-like structures, but could find no better 'surface only' algorithms to cover that. If anyone has any better suggestions there, feel free to throw them at me too. Thanks, Mythics

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  • The best algorithm enhancing alpha-beta?

    - by Risa
    I'm studying AI. My teacher gave us source code of a chess-like game and asked us to enhance it. My exercise is to improve the alpha/beta algorithm implementing in that game. The programmer already uses transposition tables, MTD(f) with alpha/beta+memory (MTD(f) is the best algorithm I know by far). So is there any better algorithm to enhance alpha-beta search or a good way to implement MTD(f) in coding a game?

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  • How to speed up marching cubes?

    - by Dan Vinton
    I'm using this marching cube algorithm to draw 3D isosurfaces (ported into C#, outputting MeshGeomtry3Ds, but otherwise the same). The resulting surfaces look great, but are taking a long time to calculate. Are there any ways to speed up marching cubes? The most obvious one is to simply reduce the spatial sampling rate, but this reduces the quality of the resulting mesh. I'd like to avoid this. I'm considering a two-pass system, where the first pass samples space much more coarsely, eliminating volumes where the field strength is well below my isolevel. Is this wise? What are the pitfalls? Edit: the code has been profiled, and the bulk of CPU time is split between the marching cubes routine itself and the field strength calculation for each grid cell corner. The field calculations are beyond my control, so speeding up the cubes routine is my only option... I'm still drawn to the idea of trying to eliminate dead space, since this would reduce the number of calls to both systems considerably.

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  • HowTo make a marching ants border in Morphic?

    - by Helene Bilbo
    I am looking for a marching ants border or line in Morphic: Wikipedia describes a possbile algorithm: The easiest way to achieve this animation is by drawing the selection using a pen pattern that contains diagonal lines. If the selection outline is only one pixel thick, the slices out of the pattern will then look like a dashed line, and the animation can easily be achieved by simply shifting the pattern one pixel sideways and redrawing the outline. As there is probably none readymade, has anybody a hint for me how to create such a border or line? (The marching ants pattern as a GIF animation is licensed under CC by Uli Kusterer)

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  • Matchmaking algorithm with a set of filters

    - by Yuriy Pogrebnyak
    I'm looking for matchmaking algorithm for 1x1 online game. Players must be matched not by their skill or level, as usual, but by some specific filters. Each player sends request, where he specifies some set of parameters (generally, 2-4 parameters). If some parameter is specified, player can be matched only with those who has sent this parameter with exactly the same value, or those who hasn't specified this parameter. I need this algorithm to be thread-safe and preferably fast. It would be great if it'll work for 3-4 or even more parameters, but also I'm looking for algorithm that works with only one parameter (in my case it's game bet). Also I'd appreciate ideas on how to implement or improve this algorithm on my server platform - ASP.NET. One more problem I'm facing is that finding match can't be executed right after user sends request, because if other user sends request before matching for previous is finished, they won't be matched even is they possibly could. So it seems that match finding should be started on schedule, and I need help on how to optimize it and how to choose time interval for starting new match finding. P.S. I've also posted this question on stackoverflow

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • Control diamond square algorithm to generate islands/pangea.

    - by Gabriel A. Zorrilla
    I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center of the map. I manualy seeded a circle in the middle of the map but the rest of the map still receives heights over the water level. I dont fully understand the Perlin noise algorithm so i'd like to work with my current implementation of the diamond square algorithm which took me 3 days to interpret and code in PHP. :P

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  • word disambiguation algorithm (Lesk algorithm)

    - by anyssnordin
    Hii.. Can anybody help me to find an algorithm in Java code to find synonyms of a search word based on the context and I want to implement the algorithm with WordNet database. For example, "I am running a Java program". From the context, I want to find the synonyms for the word "running", but the synonyms must be suitable according to a context.

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  • Hopcroft–Karp algorithm in Python

    - by Simon
    I am trying to implement the Hopcroft Karp algorithm in Python using networkx as graph representation. Currently I am as far as this: #Algorithms for bipartite graphs import networkx as nx import collections class HopcroftKarp(object): INFINITY = -1 def __init__(self, G): self.G = G def match(self): self.N1, self.N2 = self.partition() self.pair = {} self.dist = {} self.q = collections.deque() #init for v in self.G: self.pair[v] = None self.dist[v] = HopcroftKarp.INFINITY matching = 0 while self.bfs(): for v in self.N1: if self.pair[v] and self.dfs(v): matching = matching + 1 return matching def dfs(self, v): if v != None: for u in self.G.neighbors_iter(v): if self.dist[ self.pair[u] ] == self.dist[v] + 1 and self.dfs(self.pair[u]): self.pair[u] = v self.pair[v] = u return True self.dist[v] = HopcroftKarp.INFINITY return False return True def bfs(self): for v in self.N1: if self.pair[v] == None: self.dist[v] = 0 self.q.append(v) else: self.dist[v] = HopcroftKarp.INFINITY self.dist[None] = HopcroftKarp.INFINITY while len(self.q) > 0: v = self.q.pop() if v != None: for u in self.G.neighbors_iter(v): if self.dist[ self.pair[u] ] == HopcroftKarp.INFINITY: self.dist[ self.pair[u] ] = self.dist[v] + 1 self.q.append(self.pair[u]) return self.dist[None] != HopcroftKarp.INFINITY def partition(self): return nx.bipartite_sets(self.G) The algorithm is taken from http://en.wikipedia.org/wiki/Hopcroft%E2%80%93Karp_algorithm However it does not work. I use the following test code G = nx.Graph([ (1,"a"), (1,"c"), (2,"a"), (2,"b"), (3,"a"), (3,"c"), (4,"d"), (4,"e"),(4,"f"),(4,"g"), (5,"b"), (5,"c"), (6,"c"), (6,"d") ]) matching = HopcroftKarp(G).match() print matching Unfortunately this does not work, I end up in an endless loop :(. Can someone spot the error, I am out of ideas and I must admit that I have not yet fully understand the algorithm, so it is mostly an implementation of the pseudo code on wikipedia

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  • Space partitioning algorithm

    - by Karol Kolenda
    I have a set of points which are contained within the rectangle. I'd like to split the rectangles into subrectangles based on point density (giving a number of subrectangles or desired density, whichever is easiest). The partitioning doesn't have to be exact (almost any approximation better than regular grid would do), but the algorithm have to cope with the large number of points - approx. 200 millions. The desired number of subrectangles however is substantially lower (around 1000). Does anyone knows any algorithm which may help me with this particular task?

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  • Polygonal Triangulation - algorithm with O(n log n) complexity

    - by Arthur Wulf White
    I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/algorithm2.html I do not wish to learn the subject and have a deep understanding of it at the moment. I only want to see an effective algorithm that can be used out of the box. The one described in the site seems to be of somewhat high complexity O(n) for finding one ear. I heard this could be done in O(n log n) time. Is there any well known easy to use algorithm that I can translate port to use in my engine that runs with somewhat reasonable complexity? The reason I need to triangulate is that I wish to feel out a 2d-outline and render it 3d. Much like we fill out a 2d-outline in paint. I could use sprites. This would not serve cause I am planning to play with the resulting model on the z-axis, giving it different heights in the different areas. I would love to try the books that were mentioned, although I suspect that is not the answer most readers are hoping for when they read this Q & A format. Mostly I like to see a code snippet I can cut and paste with some modifications and start running.

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  • CSG operations on implicit surfaces with marching cubes

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres, and the set operation difference. i.e A - B. One sphere is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary sphere float (*cmp2)(const vec2&) //distance from moving sphere ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside sphere1 if((s2 < iso)){ //if inside sphere2 scalar[i] = s2; //then set the scalar to the moving sphere } else { scalar[i] = s1; //only inside sphere1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither sphere } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE

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  • Algorithm to generate multifaced cube?

    - by OnePie
    Are there any elegant soloution to generate a simple-six sided cube, where each cube is made out of more than one face? The method I have used ended up a horrible and complicated mess of logic that is imopssible to follow and most likely to maintain. The algorithm should not generate reduntant vertices, and should output the indice list for the mesh as well. The reason I need this is that the cubes vertices will be deformed depending on various factors, meaning that a simple six-faced cube will nto do.

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  • Non-perfect maze generation algorithm

    - by Shylux
    I want to generate a maze with the following properties: The maze is non-perfect. Means it has loops and multiple ways to reach the exit. The maze should be random. The algorithm should output different mazes for different input parameters The maze doesn't have to be braided. Means dead-ends are allowed and appreciated. I just can't find the right resources on google. The closest i found was this description of the different types of algorithms: http://www.astrolog.org/labyrnth/algrithm.htm. All other algorithms were for perfect mazes. Can anyone give me a website where i can look this up or maybe an algorithm directly?

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  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

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  • Dijkstra's Bankers Algorithm

    - by idea_
    Could somebody please provide a step-through approach to solving the following problem using the Banker's Algorithm? How do I determine whether a "safe-state" exists? What is meant when a process can "run to completion"? In this example, I have four processes and 10 instances of the same resource. Resources Allocated | Resources Needed Process A 1 6 Process B 1 5 Process C 2 4 Process D 4 7

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  • Suggested GA operators for a TSP problem?

    - by Mark
    I'm building a genetic algorithm to tackle the traveling salesman problem. Unfortunately, I hit peaks that can sustain for over a thousand generations before mutating out of them and getting better results. What crossover and mutation operators generally do well in this case?

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  • Infinite loop during A* algorithm

    - by Tashu
    The A* algorithm is used by enemies to have a path to the goal. It's working but when sometimes I placed a tower in a grid (randomly) it produces a stack overflow error. The A* algorithm would iterate the enemy and find its path and pass the list to the enemy's path. I added debug logs and the list that I'm getting it looks like it would arrive from start cell to goal cell. Here's the log - 06-19 19:26:41.982: DEBUG/findEnemyPath, enemy X:Y(4281): X2.8256836:Y3.5 06-19 19:26:41.990: DEBUG/findEnemyPath, grid X:Y(4281): X3:Y2 06-19 19:26:41.990: DEBUG/START CELL ID:(4281): 38 06-19 19:26:41.990: DEBUG/GOAL CELL ID:(4281): 47 06-19 19:26:41.990: DEBUG/Best : 38(4281): passThrough:0.0 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Best : 39(4281): passThrough:8.875 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 39 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 39 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 39 06-19 19:26:41.990: DEBUG/Best : 40(4281): passThrough:7.9375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 40 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 40 06-19 19:26:41.990: DEBUG/Best : 52(4281): passThrough:8.9375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 52 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 52 06-19 19:26:41.990: DEBUG/Best : 53(4281): passThrough:7.96875 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 53 06-19 19:26:41.990: DEBUG/Best : 28(4281): passThrough:8.9375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 28 06-19 19:26:41.990: DEBUG/Best : 65(4281): passThrough:8.984375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 65 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 65 06-19 19:26:41.990: DEBUG/Best : 66(4281): passThrough:7.9921875 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 66 06-19 19:26:42.000: DEBUG/Best : 78(4281): passThrough:8.99609375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 78 06-19 19:26:42.000: DEBUG/Best : 79(4281): passThrough:7.998046875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 79 06-19 19:26:42.000: DEBUG/Best : 80(4281): passThrough:6.9990234375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 80 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 80 06-19 19:26:42.000: DEBUG/Best : 81(4281): passThrough:5.99951171875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 81 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 81 06-19 19:26:42.000: DEBUG/Best : 82(4281): passThrough:4.999755859375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 82 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 82 06-19 19:26:42.000: DEBUG/Best : 83(4281): passThrough:3.9998779296875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 83 06-19 19:26:42.000: DEBUG/Best : 71(4281): passThrough:2.99993896484375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 71 06-19 19:26:42.000: DEBUG/Best : 59(4281): passThrough:1.99951171875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 59 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 59 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 59 06-19 19:26:42.000: DEBUG/Best : 47(4281): passThrough:0.99951171875 Then, the goal cell would be iterating its parent till start cell to break off the loop. private void populateBestList(Cell cell, List<Cell> bestList) { bestList.add(cell); if (cell.parent.start == false) { Log.d("ID:", ""+cell.id); Log.d("ParentID:", ""+cell.parent.id); populateBestList(cell.parent, bestList); } return; } The log with error above would show like this - 06-19 19:26:42.010: DEBUG/ID:(4281): 47 06-19 19:26:42.010: DEBUG/ParentID:(4281): 59 06-19 19:26:42.010: DEBUG/ID:(4281): 59 06-19 19:26:42.010: DEBUG/ParentID:(4281): 71 06-19 19:26:42.010: DEBUG/ID:(4281): 71 06-19 19:26:42.010: DEBUG/ParentID:(4281): 59 06-19 19:26:42.010: DEBUG/ID:(4281): 59 06-19 19:26:42.010: DEBUG/ParentID:(4281): 71 06-19 19:26:42.010: DEBUG/ID:(4281): 71 71 and 59 would switch over and goes on. I thought the grid is the issue due to the fact that enemies are using the single grid so I make the parent, start, and goal clear before starting the A* algorithm for an enemy. for(int i = 0; i < GRID_HEIGHT; i++) { for(int j = 0; j < GRID_WIDTH; j++) { grid[i][j].parent = null; grid[i][j].start = false; grid[i][j].goal = false; } } That didn't work. I thought it might be something related to this code, but not sure if I'm on right track - neighbor.parent = best; openList.remove(neighbor); closedList.remove(neighbor); openList.add(0, neighbor); Here's the code of the A* algorithm - private List<Cell> findEnemyPath(Enemy enemy) { for(int i = 0; i < GRID_HEIGHT; i++) { for(int j = 0; j < GRID_WIDTH; j++) { grid[i][j].parent = null; grid[i][j].start = false; grid[i][j].goal = false; } } List<Cell> openList = new ArrayList<Cell>(); List<Cell> closedList = new ArrayList<Cell>(); List<Cell> bestList = new ArrayList<Cell>(); int width = (int)Math.floor(enemy.position.x); int height = (int)Math.floor(enemy.position.y); width = (width < 0) ? 0 : width; height = (height < 0) ? 0 : height; Log.d("findEnemyPath, enemy X:Y", "X"+enemy.position.x+":"+"Y"+enemy.position.y); Log.d("findEnemyPath, grid X:Y", "X"+height+":"+"Y"+width); Cell start = grid[height][width]; Cell goal = grid[ENEMY_GOAL_HEIGHT][ENEMY_GOAL_WIDTH]; if(start.id != goal.id) { Log.d("START CELL ID: ", ""+start.id); Log.d("GOAL CELL ID: ", ""+goal.id); //Log.d("findEnemyPath, grid X:Y", "X"+start.position.x+":"+"Y"+start.position.y); start.start = true; goal.goal = true; openList.add(start); while(openList.size() > 0) { Cell best = findBestPassThrough(openList, goal); //Log.d("ID:", ""+best.id); openList.remove(best); closedList.add(best); if (best.goal) { System.out.println("Found Goal"); System.out.println(bestList.size()); populateBestList(goal, bestList); /* for(Cell cell : bestList) { Log.d("ID:", ""+cell.id); Log.d("ParentID:", ""+cell.parent.id); } */ Collections.reverse(bestList); Cell exit = new Cell(13.5f, 3.5f, 1, 1); exit.isExit = true; bestList.add(exit); //Log.d("PathList", "Enemy ID : " + enemy.id); return bestList; } else { List<Cell> neighbors = getNeighbors(best); for (Cell neighbor : neighbors) { if(neighbor.isTower) { continue; } if (openList.contains(neighbor)) { Cell tmpCell = new Cell(neighbor.position.x, neighbor.position.y, 1, 1); tmpCell.parent = best; if (tmpCell.getPassThrough(goal) >= neighbor.getPassThrough(goal)) { continue; } } if (closedList.contains(neighbor)) { Cell tmpCell = new Cell(neighbor.position.x, neighbor.position.y, 1, 1); tmpCell.parent = best; if (tmpCell.getPassThrough(goal) >= neighbor.getPassThrough(goal)) { continue; } } Log.d("Neighbor's Parent: ", ""+best.id); neighbor.parent = best; openList.remove(neighbor); closedList.remove(neighbor); openList.add(0, neighbor); } } } } Log.d("Cannot find a path", ""); return null; }

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  • Disk Search / Sort Algorithm

    - by AlgoMan
    Given a Range of numbers say 1 to 10,000, Input is in random order. Constraint: At any point only 1000 numbers can be loaded to memory. Assumption: Assuming unique numbers. I propose the following efficient , "When-Required-sort Algorithm". We write the numbers into files which are designated to hold particular range of numbers. For example, File1 will have 0 - 999 , File2 will have 1000 - 1999 and so on in random order. If a particular number which is say "2535" is being searched for then we know that the number is in the file3 (Binary search over range to find the file). Then file3 is loaded to memory and sorted using say Quick sort (which is optimized to add insertion sort when the array size is small ) and then we search the number in this sorted array using Binary search. And when search is done we write back the sorted file. So in long run all the numbers will be sorted. Please comment on this proposal.

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