yagcioglutoprak / a--pathfinding

A* algorithm implementation in Go for finding the shortest path in a warehouse environment. This code considers X and Y coordinates of each grid cell and uses Euclidean distance as the heuristic function. It can be easily modified to fit specific use cases and it's useful for problems like motion planning and navigation systems

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A* algorithm in Go

This is an implementation of the A* algorithm in Go, which is used to find the shortest path in a warehouse environment. The algorithm considers the X and Y coordinates of each grid cell, and uses Euclidean distance as the heuristic function.

Usage

  1. Clone this repository git clone https://github.com/YOUR_USERNAME/A-Star-Algorithm-in-Go.git
  2. Go to the directory cd A-Star-Algorithm-in-Go
  3. Build and run go build ./A-Star-Algorithm-in-Go

Inputs

  • The starting point coordinates
  • The goal point coordinates
  • The grid of obstacles, represented by a 2-dimensional array of integers where 0 represents a valid point and 1 represents an obstacle.

Output

  • A slice of nodes containing the shortest path from start to goal.

Customization

  • You can modify the grid and heuristic function to fit your specific use case.
  • You can also write test functions to check the functionality of the algorithm

Contributing

If you wish to contribute to this project, please fork the repository, make your changes and submit a pull request.

License

This project is licensed under the MIT license. Feel free to use and modify the code as you wish.

References

About

A* algorithm implementation in Go for finding the shortest path in a warehouse environment. This code considers X and Y coordinates of each grid cell and uses Euclidean distance as the heuristic function. It can be easily modified to fit specific use cases and it's useful for problems like motion planning and navigation systems


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