A* Pathfinding: Debugging Special Cases

December 19, 2019

A* Pathfinding

Debugging Special Cases

ISSUES

Getting an Index Out of Bounds Error in EnemyBasicMovement Script

Error happening on this line:

Vector3 direction = (path.lookPoints[0] – transform.position).normalized;

Suggests that the very first point in a path does not exist, so somehow empty paths are being passed through the system.

Test 1: Increase A* Grid Size to Cover Entire Play Area and Spawn Points

Some of the spawn points are a bit off of the normal play area, so I made sure to cover anywhere the units could possibly exist with the A* grid so they always had a node to latch onto (even though I believe the clamping should cover this error). This did not end up being the issue as the error persisted.

Test 2: Increase Size of Walkable Plane Over Entire Play Area

Similar to the logic of Test 1, I just wanted to make sure the nodes were not not being created because the units were missing some usual piece of information they would have to make them. Turns out this was not the issue either.

Test 3: Make Sure Target is Set Before Instantiating the Enemy

I thought maybe a path was being created before the unit had a target, which could make sense for creating a path with size 0. I did this by having the pathing script disabled initially, and making sure the spawner passed in the target information BEFORE it activated the script. The error continued though.

Test 4: Do Not Move the Target to See if Error Exists

It seemed like most spawns didn’t get errors if the player did not move, so I moved the one spawn that basically did not have to move to reach the player’s x position and tested what happened without the player moving (The X position counted as “very close” to the player at this time since I still had some of the issues with converting between 3D and 2D coordinates). There were no errors at all when not moving the target during the game.

DETERMINED ISSUE

Something about the paths updating later in the units’ lives was creating these size 0 paths.

Test 5: Is Spawning Causing the Issue

I was not sure if spawning the units was somehow causing the problems still, so I just placed 4 of the unit prefabs randomly about into the scene initially and stopped the spawners. This did not get rid of the error, and had the units return to moving in big circles still.

Further Info

This was giving me a lot of trouble, so I went back to following the path of logic to see why it would be producing these 0 count paths.

  • OnPathFound method in EnemyBasicMovement is being passed an empty array of Vector3[] waypoints
  • PathRequestManager class calls this method through its own FinishedProcessingPath method
  • OnPathFound is the method assigned to the callback Action for the PathRequest object
  • PathFindingHeap is creating an empty waypoints array somehow

The zero count path is being created in PathFindingHeap somehow. This should be impossible as every path should at the very least have the start node and the target node, which would be a count of 2.

    Within PathFindingHeap

  • RetracePath takes in a startNode and endNode to create the entire path of nodes between them
  • In the problem case, a new path has been created when the target is only a single node away from the pathfinding unit’s current position
  • there is a while loop that runs until it hits the startNode, so in this case, it only runs a single time (since the only nodes are the startNode and the endNode), creating a single waypoint
  • this creates a path with a count of 1
  • then the SimplifyPath method takes in this path
  • SimplifyPath creates a new List of Vector3 to fill with only necessary waypoints
  • it does this by taking points from the passed in path, but it looks through this with a for loop which starts at i = 1 and ends at i < path.Count, because it needs a previous point to compare to since it is doing a directional check
  • since the path.Count is only 1 here, the for loop never runs, and we return an empty set of waypoints
  • Can possibly solve with a special case since a path of 1 node is also a most simplified case

Test 6: Add Case In Simplify Path to Deal with Receiving One Node

I just added a check case before the normal logic that if the input path for SimplifyPath was only 1 node, it would just use that node as the path. This reduces the number of errors significantly, but there are cases where even the base path passed into SimplifyPath has 0 nodes.

DETERMINED ISSUE

The PathFindingHeap RetracePath method is creating paths with 0 nodes when Unit is close to target. As a result, SimplifyPath also makes 0 count paths. The only way this can be the case is if the startNode == endNode, so this must be happening when a new path is being created even though the unit and its target are already considered to be on the same node. This leads me to believe it is an issue with the difference between the node size and the distance the target has to move before looking for a new path (pathUpdateMoveThreshold in EnemyBasicMovement).

Test 7: Reduce NodeRadius to Half (or Less) of Update Path Threshold

Originally the values for pathUpdateMoveThreshold and the nodeRadius were both 0.5, which lead to a overall node size (nodeDiamater) of 1.0. I reduced the nodeRadius to 0.25 (which gives them a total nodeDiameter of 0.5), so this was at or below the threshold.

SOLVED

This completely removed the errors from happening (I add mostly because I am unsure if there exists a case where having the nodeDiameter exactly equal the threshold could cause an error).

SUMMARY

There was a lot of going back and forth to figure out where this error was coming from, and it was even harder since I was having some other issues since I had not fully converted the 3D system to the 2D system. As far as I can tell, this should cover most of the strange cases the pathing should run into even with an updating target (which should mostly be extra for my purposes anyway). I should add a check between the node size and the update threshold to make sure that issue does not happen again.

A* Pathfinding: Edit for 2D

December 19, 2019

A* Pathfinding

2D Conversion

ISSUES

Pathing In Circles Away from Target

They move in a large circle around the entire game area. They go in a half circle consistenly then stop in about the same place everytime (either directly above or below the middle of the play area).

Test 1: Tone Values Down

I tried toning all their numbers down since my game area is relatively small in case they were just constantly over shooting node targets, but this did not change the behavior.

I think the direction I am aiming and moving them must be incorrect with how I changed the Vector math from 3D to 2D.

DETERMINED ISSUE

They can only respond to the player’s X position. If the player moves, the properly oriented ones will move slightly to keep at the same X value, whereas those facing the other direction will travel in a large circle to reach the same X value (since I guess they cannot rotate very easily).

Test 2: Edit Rotation Calculation

I just needed to remove an extra (-90) that was being applied to the rotation vectors for aiming them at the target. This completely fixed the issue for their initial movement, but they only move in the x direction after that initial reaching of the target now.

DETERMINED ISSUE

The target position is not changing its Y value for some reason, only its X value.

Next Steps

Either their rotation is messed up (so moving right only moves them along x axis) or the overall translation is messed up and is only moving them left and right. It could be another z/y conversion error somewhere.

Test 3: Change NodeFromWorldPoint Method to Use worldPosition.y instead of z

It looks like PathFindingHeap was using AGrid NodeFromWorldPoint function to determine the proper node from world points, but this was using the z value of the Vector3 input as to determine the y coordinate in the overall grid. This is why it was constantly hovering at the same low Y value, because those were the nodes that correlated with a z input of 0.

SOLVED

These combined edits fixed the pathfinding logic completely. They now constantly followed the target position properly and it updated accordingly.

How Command & Conquer: Tiberian Sun Solved Pathfinding: War Stories: Ars Technica

December 18, 2019

War Stories

How Command & Conquer: Tiberian Sun Solved Pathfinding

How Command & Conquer: Tiberian Sun Solved Pathfinding | War Stories | Ars Technica

Link – Video

By: Ars Technica


Working on Pathfinding

Pathfinding, especially in a dynamic sense, is still a relatively expensive process to run. This is much more so when you are trying to apply it to a lot of units.

Tiberian Sun was running into a lot of issues they called “Artificial Idiocy”, which is when your AI just does really dumb stuff. Really illogical AI from a player’s game units very quickly make the player mad and aggitated. They say “If you spend more time making sure it doesn’t do something stupid, it will actually look pretty smart”. And to follow up, they didn’t need perfect pathfinding, they just needed “not stupid” pathfinding.

Some of their fixes included not accounting for the collision of other friendly units selected to move and wiggling stationary friendly units when encountered by moving friendly units. Not accounting for other selected friendly units made sense since most likely they would also be going to about the same place and would generally be out of each others’ ways. The wiggling was added as very simple to execute logic in hopes that it would “unlock” a path previously obstructed by the stationary units.

SUMMARY

This was just a cool video I stumbled upon pretty randomly. It was very interesting to see some of the “behind the scenes” for one of my first favorite computer games to play a long time ago. There are just so many things you take for granted that took a lot of hard work and were almost revolutionary for their time.

It is also interesting to see that some problems still exist to a degree, like the prcoessing intensity of dynamic pathfinding. I think my research in pathfinding recently is what brought this video recommendation to me on Youtube, so I have at least had a small taste of the pains they went through developing that. I also really like their thoughts on just minimizing the terrible choices of AI instead of maximizing its “smart” moments to make it nicer to work with and really look smarter in the end.

Sebastian Lague A* Tutorial Series – Threading – Pt. 10

December 16, 2019

A* Tutorial Series

A* Pathfinding (E10: threading)

A* Pathfinding (E10: threading)

Link – Tutorial

By: Sebastian Lague


Intro:

This tutorial gets into the idea of threading to help relieve some of the burden on processing caused by the pathfinding logic. Threading is not something I understand very well, so I will have to look into this more in the future, but I wanted to cover this tutorial just for completions sake.

Tutorial

This setup usese another namespace, the System.Threading namespace. This lets them use the ThreadStart delegate type and the lock keyword. ThreadStart can be assigned the value of some other delegate, with in this case contained the FindPath method from PathfindingHeap. I then looked up the lock keyword here:

https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/lock-statement

While this sort of threading setup has some unique syntax, it is an otherwise simple setup. There is a queue of PathResults that are just checked paths that are waiting to be called for the movement of units. The paths get created and checked to make sure they can hit the target, and once this is satisfied, it gets added to the queue.

Summary

I would need to have a better understanding of threading and how to utilize it to assess how useful this tutorial really was. I know the general idea behind it is to help distribute the processing load, but I do not know how well this new setup accomplishes that.

Coroutine Error Investigation in A* Tutorial Series – Path Smoothing – E09

December 13, 2019

A* Tutorial Series

A* Pathfinding (E09: path smoothing 2/2)

A* Pathfinding (E09: path smoothing 2/2)

Link – Tutorial

By: Sebastian Lague


Intro

I wanted to further my investigation on the issue I had with coroutines when dealing with updating the pathing of the A* units when following the A* tutorial series, specifically in episode 9. I have included the sections “Error with Updating Path” and “Fix for: Error with Updating Path” from my last post to keep them together, along with my updates for the investigation.

Error with Updating Path

For some reason my version was not working properly. The path was updating fine, as I could see with the visualization, but the unit would stop moving and never move toward the target again. I was getting an index out of bounds error, some I have some issue with one of my arrays somewhere, but not sure where. It was running fine in the tutorial, so I must have missed something.

Fix for: Error with Updating Path

I have no idea how this works, but I saw it in the comments of the tutorial. For some reason, in the OnPathFound method in the Unit class, if you pass the IEnumerator FollowPath into the StopCoroutine and StartCoroutine methods as “FollowPath” instead of FollowPath() or using an IEnumerator variable, the updating works.

I think it may have to do with how coroutines are handled in Unity. My guess is that the quotations form is the only one that is properly stopping the correct “FollowPath” coroutine and then starting a new one. The other approaches might not be stopping it properly, which is leading to a weird issue where the coroutines are stacking on top of each other.

My other guess is that somehow these other techniques stop the coroutine but keep track of where it is stopped, and then start back up where they started. This could possibly be what is leading to an index out of bounds issue since a value might not be updated as it should after changing the path.

Testing

The issue is that using StartCoroutine(“FollowPath”) and StopCoroutine(“FollowPath”) works completely fine, but replacing “FollowPath” with FollowPath() or followPathRoutine = FollowPath() does not work. There is some functional difference between these ways of referencing coroutines that I do not see. For matters of testing, I am trying to see if I can get the variable reference method to work (followPathRoutine = FollowPath()).

Test 1

The error was pointing to this line specifically:

while (path.turnBoundaries[pathIndex].HasCrossedLine(position2D))

So this line does make sense for a possible out of bounds index error when looking in the turnBoundaries array. My first test was to check what the pathIndex value is right before this while loop executes to see if it was being passed a weird value at some point. It turned out that I never got a weird pathIndex value when the error occurred (upon moving the target), so the pathIndex was not being changed or anything.

This was actually a bigger issue than I thought because pathIndex is specifically set to 0 at the beginning of this coroutine where this line is located, which indicates to me that the coroutine is not properly being terminated and reset. This supported my thought that maybe the coroutine was resuming immediately within the while loop. However, a more logical issue may be that the path is being updated, but not the pathIndex, so this new path has a different turnBoundaries array where that same pathIndex (since it isn’t properly being reset) gets an out of bounds error.

Test 2

I followed this test up with another quick debug log just outside of the entire while loop containing this while loop (so basically at the initialization of this coroutine) just to see if the coroutine was being executed more than once at all. As I expected, it was not even being restarted at any point while hitting this issue. Since the error is within the coroutine and happening when a new one should be started (but clearly isn’t), this made it fairly obvious something was wrong with how the coroutines were being stopped and started.

Test 3

I decided to split up the functionality to see if I could isolate the issue better. I simply added in an Update method to StopCoroutine when space was pressed to see specifically what just doing that would result in. I started the game and pressing space did indeed stop the unit from moving. I then furthered this test by moving the target now, knowing for sure that the coroutine had been stopped. This did allow the unit to reacquire the target and start moving towards it again. However, if I moved it several times, the error would come back again.

It is also very important to note that pressing space bar again when the unit was moving towards the newly acquired target did NOT stop it anymore. This suggests to me that my coroutine variable lost reference to the specific instance responsible for moving the unit. This would also make sense with the issues that I was having since it tries to start and stop the same exact instance of the coroutine.

Furthermore, my debug log of the path index was still running during these tests, and I could see specifically that the pathIndex was NOT reset when it reacquired the new target and starting moving in this setup. So pressing space stopped the coroutine, stopping the unit, but when it started moving again, the index was not updated. It actually kept the same pathIndex it had before pressing space, but was using it to move still.

The main difference between how it normally runs, and the “press space to stop” version work is that it normally gets a new path, then stops and starts the coroutine, where as the other version stops the coroutine, THEN gets the new path, then starts another coroutine. This difference is allowing the unit to at least somewhat reacquire the target and move again.

Test 4

To more accurately match the case with pressing spacebar since that seemed to work a bit more consistently, I moved the StopCoroutine before updating the path variable. I then also added a debug check here to output what the current number of waypoints were every time the path was updated. This would help confirm the indexing issue since if the number of waypoints were lower that the current pathIndex that does not seem to be updating, it would be pretty clear that this is indeed the issue.

Sure enough this proved my suspicions. I could now move the target some without the pathing breaking, but once I hit a point where a path had less waypoints than the pathIndex, the error came up and it stopped moving. So in this case, the coroutine is clearly not being reset properly.

Test 5: FIX

Since my followRoutine IEnumerator variable seemed to be losing reference to the current coroutine I needed access to, I decided to try and reset it values each time I needed to run a new coroutine. After stopping the coroutine with StopCoroutine(followRoutine), I then set followRoutine = FollowPath() again, before calling StartCoroutine(followRoutine). This approach actually worked perfectly! It was now stopping the correct coroutine instance and creating an entirely new one when starting on its new path. The pathIndex was properly being reset to 0 as that coroutine was properly called from its beginning each time.

Summary

The first big thing is that the different input types for StartCoroutine and StopCoroutine actually act differently just from these inputs. That is very important to know moving forward with those. It also appears that this method of setting an IEnumerator variable can work in these types of cases by making sure to set it equal to the IEnumerator again. This must have something to do with how coroutines can have multiple instances of themselves running, so this helps specificy which instance of the coroutine to stop and start.

Sebastian Lague A* Tutorial Series – Path Smoothing – Pt. 08 and Pt. 09

December 13, 2019

A* Tutorial Series

A* Pathfinding (E08: path smoothing 1/2)

A* Pathfinding (E08: path smoothing 1/2)

Link – Tutorial 1

By: Sebastian Lague


A* Tutorial Series

A* Pathfinding (E09: path smoothing 2/2)

A* Pathfinding (E09: path smoothing 2/2)

Link – Tutorial 2

By: Sebastian Lague


A* Pathfinding (E08: path smoothing 1/2)

Intro:

These tutorials both covered the same general topic of smoothing the path of the unit.

Theory

Currently the units follow the path by making a straight line from one point to the next, which looks unnatural. To remedy this, they suggest a path smoothing technique.

This system starts with each point having a small line pointing directly to the previous point, whose length is called the “turn distance”. This line then has a perpendicular line emanating from the end, called the “turn boundary”. Once the unit passes this turn boundary, it will start to turn towards the next point in the path (instead of making direct contact with its current point destination). The only difference on any of the points is that the end point just has the turn boundary placed directly on itself (instead of at the turn distance). A turning speed value is also attributed to the unit to complete the parameters for controlling the amount of smoothing.

Turn Distance: distance away from a waypoint destination a pathing unit starts to turn towards the next waypoint in line

Turn Boundary: the actual line where the unit begins to turn towards its next destination

Programming

This was a very heavy math programming section that just had to do with drawing perpendicular lines accurately at a certain distance away from each waypoint along the path. To do so, they created a new struct named Line, and a new class named Path.

Line

This struct is responsible for all the heavy math behind building these lines perpendicular to the path properly. The names for the input parameters were misleading, as they named them “pointOnLine” and “pointPerpendicularToLine”, but the second is actually a point perpendicular to the perpendicular line it is making (so it’s actually just another point in line with the normal path line). It then uses these two points to build a line and figure out the line perpendicular to them, which is what is needed with this method.

This also deals with helping determine which side of the point the unit is approaching it from. This will be important for determining which way to start turning the unit to properly aim for the next waypoint.

Path

This class is mostly responsible for taking in the waypoints we have already determined and using those to position the turn boundaries. This just uses a directional vector between a waypoint and its next waypoint to position the turn boundary a bit before it (using the turn distance value). Then it just places Lines at these points.

A* Pathfinding (E09: path smoothing 2/2)

Intro

This follow up is to actually use what was created in smoothing the paths in the last video to actually have the unit move and follow this new pathing method.

Unit

This class was significantly modified, especially the FollowPath method, to work with the new pathing behavior. It was generally straight forward though, as it is still following waypoints for the most part. It just has additional behavior to start moving towards the next waypoint when it crosses a turn boundary.

Issues with Pathing System

There was an interesting part where they covered issues with very high speed units. Basically they could pass multiple waypoints in a single frame with high enough speeds, which can cause very weird behavior as it tries to come back to hit the next waypoint in its logic (even if it is now several waypoints ahead positionally).

They fixed this by changing the if statement for “crossing the line” to a while statement. This ensures that even at high speeds, it will stay within this loop of updating its waypoints until it reaches one that is has not crossed yet before changing its trajectory. It still behaves weirdly, but it at least reaches the destination very quickly, as it should.

Updating Path at Run Time

They basically just moved the PathRequestManager.RequestPath method into a coroutine. They added some conditions to update the path so it was not happening constantly. These were based on time and distance. The target needed to at least move a reasonable amount before updating, and a small amount of time needed to pass before each update. These were just to keep it from updating every single frame.

Error with Updating Path

For some reason my version was not working properly. The path was updating fine, as I could see with the visualization, but the unit would stop moving and never move toward the target again. I was getting an index out of bounds error, some I have some issue with one of my arrays somewhere, but not sure where. It was running fine in the tutorial, so I must have missed something.

Slowing Down the Unit Near the End

They wanted to add an extra feature where the unit slows down as it gets close to the end of its path. They added an extra method in the Line struct to find the distance between a point and the finish line (line going through the final point/destination). They wanted to use this to determine when to slow the unit down. This however has an issue with some paths where the finish line crosses through other parts of the path, as the unit would slow down at weird times.

To fix that, they used the stopping distance (the distance before the end to start slowing the unit) to go backwards from the end point to identify which waypoint the unit should start slowing down after. This was done by basically adding up the distance between each waypoint from the end backwards until that total distance was greater than the stopping distance.

Fix for: Error with Updating Path

I have no idea how this works, but I saw it in the comments of the tutorial. For some reason, in the OnPathFound method in the Unit class, if you pass the IEnumerator FollowPath into the StopCoroutine and StartCoroutine methods as “FollowPath” instead of FollowPath() or using an IEnumerator variable, the updating works.

This makes no sense to me, as it works completely fine the other ways when doing a single initial path, but as soon as you move the target and it tries to update, only one way works for some reason.

I think it may have to do with how coroutines are handled in Unity. My guess is that the quotations form is the only one that is properly stopping the correct “FollowPath” coroutine and then starting a new one. The other approaches might not be stopping it properly, which is leading to a weird issue where the coroutines are stacking on top of each other.

My other guess is that somehow these other techniques stop the coroutine but keep track of where it is stopped, and then start back up where they started. This could possibly be what is leading to an index out of bounds issue since a value might not be updated as it should after changing the path.

Overall Summary

There are a lot of interesting ideas going on here, and it will take some time parsing out the useful bits for myself. The path smoothing is definitely a nice touch to help keep the moving units from looking extremely robotic in their movements, and there are probably a lot of other ways to look into to achieve this as well.

Updating the paths at run time is a huge feature I would like to understand better and explore more as it may be very useful to me in some cases. I was having some weird trouble with they way they implemented it in this tutorial, so I would like to understand those issues or find another way to use such a feature.

Slowing the units down before they reach the end is not particularly useful to me, but this general concept of controlling the unit’s speed throughout its pathing could possibly be interesting. This will be something good to just keep in mind as an option.

Sebastian Lague A* Tutorial Series – Units – Pt. 05

December 4, 2019

A* Tutorial Series

Pt. 05 – Units

A* Pathfinding (E05: units)

Link – Tutorial

By: Sebastian Lague


Intro:

This tutorial focuses on passing the Pathfinding information to units so that they can actually use it to move.

PathRequestManager and Updating Old Classes

Having many units use this logic at once would be a bit too costly and could cause slow downs, so this needs to be managed and spread out in order to keep the game from slowing down or stopping.

This was done by creating the PathRequestManager class. This was created to ensure only one request would be processed at a time. Requests were added to a queue, which are then popped off one at a time to fulfill. A simple bool check was used to ensure one request was being done at a time (isProcessingPath).

A new struct named PathRequest was created within this class as well to make managing the data much easier. These PathRequest objects would hold a Vector3 for the start position, another Vector3 for the end position, and then a bool named callback. This just helps keep all the data together in a nice package when processing through the request manager.

Once this was setup, the Pathfinding class (PathfindingHeap) needed updated to work with this. As I expected, the FindPath method was changed to a coroutine, and a method was added within PathfindingHeap simply to start this coroutine (as well as pass in the needed parameters for starting and ending positions). Next was getting a unit to actually use all of this to inform its movements.

All of the nodes used for the path are effectively used as waypoints for an object to move through. Bigger and higher resolution grids would be creating a lot of waypoints this way, so to reduce this they created a SimplifyPath method that only creates waypoints at nodes where the direction changes. A Unit class was then created for the actual moving objects that simply requests a path and then follows the waypoints generated by the path.

Visualization

Finally for visualization purposes, they used some more OnDrawGizmos methods. They drew a cube at each waypoint, and then drew a line between each of these waypoints. The lines were then removed as the unit traversed them to show their remaining path. This was a really neat and effective way to show their pathing logic.

Summary

This setup for a request manager seems very simple, but effective enough for lower scale cases. I think some of my recent work with overall event systems in Unity could be used to really improve this overall system. The visualization was a nice touch and worked really well. This is definitely something I want to look into more to help show how logic behind the scenes works to others.

Sebastian Lague A* Tutorial Series – Heap Optimization – Pt. 04

December 2, 2019

A* Tutorial Series

Pt. 04 – Heap Optimization

A* Pathfinding (E04: heap optimization)

Link – Tutorial

By: Sebastian Lague


Intro:

This tutorial focused on converting the pathfinding setup over to a heap system to help speed up the process, especially for larger scaled environments and node grids. There is some useful theory at the beginning, and then it gets into heavier code work, so I again break down the classes later in the tutorial.

General Heap Theory

One of the first places to optimize this A* pathfinding is in the Pathfinding class where it searches through the entire open set every time it tries to determine the next lowest F cost node. Heap optimization will be used here to reduce the load of the process.

A heap is basically a binary tree where each node branches out to two more nodes. The general rule of this tree is that the parent value is less than that of the children nodes. When placing a new node, it is placed at the end (on a “leaf of a branch”) initially. It is then checked with its parent and if it is less, it swaps positions with that parent. This continues until it reaches a parent with a lower value, or the node moves all the way to the top.

For the A*’s needs it will constantly be removing the node with the lowest value. This will always be the node found at the top of the heap. To fill the space when that is removed, they take the last value added to the tree and place it in the opening (at the top). They then compare this with the children nodes and swap it with whichever value is lower. This continues until it reaches a point where none of the children are lower value (or it has reached the end of a branch).

Some basic integer math can be used to locate the array index of an element that is the parent or a child of any given node. A parent can be found for any index with the formula:

parentIndex = (index – 1) /2

This works with both children as “half” values will round down in integer math.

Then this can similarly be used to get the children of a node, with the minor caveat that each child has its own unique formula. The formulas for these are:

leftChildIndex = 2 * index + 1
rightChildIndex = 2 * index + 2

Heap Class

They created an entirely new class named Heap. This was a generic class that would take in a type, T, so that it could also be generically used for various different types of objects. This started with some basic fields for an array of items (of type T) and an int for currentItemCount. There was then a constructor that simply took in an int as a parameter which dicated the size of the items array.

They then created a new interface, IHeapItem, within this same script. It implemented the interface IComparable (which is part of the System namespace). It was initially created with just an int named HeapIndex, which will be used to hold the index value of that item within the heap. This was important to note as the Heap class then used a “where” keyword to dictate that T implemented the IHeapItem interface. I assume this means that the type T used for the Heap class MUST implement the IHeapItem interface.

They create a few key methods here in the Heap class. The Add method takes an item of type T and adds it to the heap by setting its heapIndex to the currentItemCount and then adding it into the items array at the end (in index currentItemCount). It then uses the SortUp method to properly position that element in the heap, and increases the currentItemCount.

SortUp is the basic logic for continuosly comparing a new element to its parent until it is properly positioned. It uses the CompareTo method within to compare the items with their parents, which can return a value of 1, 0, or -1 depending on how the comparison priority is determined.

Then a simple Swap method was created to properly swap the items in two index array positions. It also has to separately change their heapIndex values to match their new index positions. This is done by also swapping the two items heapIndex values.

Then a method is also needed to remove items from the heap. This was named RemoveFirst. It returned the top element of the heap (items[0]), and then replaced it with the last element in the heap, with index (currentItemCount – 1). It then has to run a similar sorting algorithm to properly place this newly moved item.

The method to sort this newly moved item was named SortDown. This took an item as a parameter and constantly compared it with its children items and swapped their positions until it either reached the bottom of the heap or did not find children with higher priority than the actively sorted item. It checked if there were any children, then which child had higher priority, than compared the higher priority child to the current item. If the child was higher priority, they swapped. Otherwise, end the loop.

Update Node Class

They then move to the Node class to update it with the new Heap class. This starts by implementing the new IHeapItem with type Node. Because of this implementation, they need to add an int field for HeapIndex, and because of that interface implementing IComparable, they also need a method named CompareTo.

HeapIndex just gets and sets the value of heapIndex. CompareTo uses compareTo methods to compare the fCost and Hcost values to determine which node has higher priority. Integers can use the CompareTo method as well, and will similarly return 1 if the value it is compared to is greater, 0 if they are the same (equal), and -1 if it is lower.

So their approach creates an int named compare that is set equal to the CompareTo value between the fCosts of both nodes. Then, if it is 0 (which means they are equal), it sets compare equal to the compareTo value between the hCost values of the nodes. Finally, it returns the opposite value of compare (-compare), since they want it to represent higher priority, which actually corresponds with the lower cost values in this case.

Finally they just needed to update the Pathfinding class to use the heap instead of a list. I made a separate class called PathfindingHeap just to archive both versions of the code for myself. They then showed how to use the System.Diagnostics namespace to create a StopWatch to keep track of time as a measure of performance. This helped show that the new heap method is much faster for larger scale searching and grids.

Summary:

The heap optimization clearly appears to work from the several tests I ran and they ran in the tutorial video, especially as you scale up the environment. While this is clearly very useful for pathfinding, the general theory behind heaps also just seems to be useful knowledge for generic programming practices. This makes it very nice that the tutorial sets it up in a very generic way, so I can possibly use this for other logic later on.

Check:

I need to look into the syntax used for the Heap class setup. The initial line for the class is:

public class Heap where T : IHeapItem

This is syntax I have not come across before. I assume this means that the type of objects used for the Heap MUST implement the interface IHeapItem, but I want to look into this just to make sure.

Sebastian Lague A* Tutorial Series – Algorithm Explanation – Pt. 01

November 20, 2019

A* Tutorial Series

Pt. 01 – Algorithm Explanation

A* Pathfinding (E01: algorithm explanation)

Link – Tutorial

By: Sebastian Lague


Notes:

G cost = distance from starting node H cost (heuristic) = distance from the end node F cost = G cost + H cost

A* starts by creating a grid of an area. There is a starting node (initial position) and an end node (destination). Generally, you can move orthogonally (which is normalized as a distance of 1) or diagonally (which would then be a value of sqrt of 2, which is approx. 1.4). Just to make it look nicer and easier to read, it is standard to multiply these distances by 10 so that moving orthogonally has a value of 10, and diagonally has a value of 14.

The A* algorithm starts by generating the G cost and H cost of all 8 squares around the starting point (in a 2D example for ease of understanding). These are then used to calculate the F cost for each square. It starts by searching for the lowest F cost and then expanding the calculations to every square in contact with it (orthogonally and diagonally). Recalculations may be necessary if a certain path finds a way to reach the same square with a lower F cost. If multiple squares have the same F cost, it prioritizes the one with the lowest H cost (closest to the end node). And if there is still a tie, it basically can just pick one at random.

It is worth reiterating that the costs of a square can be updated through a single pathfinding event. This however only occurs, if the resulting F cost would be lower than what is already found in that square. This is actually very important as the search can lead to strange paths to certain squares giving them higher F costs than they should have when there is a much more direct way to reach that same square from the starting node.

Coding Approach

Psuedo Code (directly from tutorial):
OPEN //the set of nodes to be evaluated
CLOSED //the set of nodes already evaluated
add the start node to OPEN

loop
current = node in OPEN with the lowest f_cost
remove current from OPEN
add current to CLOSED

if current is the target node //path has been found
return

foreach neighbour of the current node
if neighbour is not traversable OR neighbour is in CLOSED
skip to the next neighbour

if new path to neighbour is shorter OR neighbour is not in OPEN
set f_cost of neighbour
set parent of neighbour to current
if neighbour is not in OPEN
add neighbour to OPEN

There are two lists of nodes: OPEN and CLOSED. The OPEN list are those nodes selected to be evaluated, and the CLOSED list are nodes that have already been evaluated. It starts by finding the node in the OPEN list with the lowest F cost. They then move this node from the OPEN list to the CLOSED list.

If that current node is the target node, it can be assumed the path has been determined so it can end right there. Otherwise, it checks each neighbour of the current node. If that neighbour is not traversable (an obstacle) or it is in the CLOSED list, it just skips to check the next neighbour.

Once it finds a neighbour to check, it checks that it is either not in the OPEN list (so this neighbour is a completely unchecked node since it is in no list since we also just checked to make sure it was not in the CLOSED list) or there is a new path to this neighbour that is shorter (which is done by calculating the current F cost of that neighbour, since it could be different now). If either of these are met it sets the calculated F cost as the actual F cost of this neighbour (since it is either lower or has never been calculated), and then sets the current node as a parent of this neighbour node. Finally, if neighbour was not in the OPEN list, it is added to the OPEN list.

Setting the current node as the parent of the neighbour in the last part of the psuedo code is helpful for keeping track of the full path. This gives some indication of where a node “came from”, so that when you reach the end you have some reference of which nodes to traverse.