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Challenge in NXT http://www.robotc.net/forums/viewtopic.php?f=15&t=1919 
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Author:  lololol [ Fri Oct 30, 2009 8:24 am ]  
Post subject:  Challenge in NXT  
If anyone have an idea how to resolve this problem post in here.

Author:  mightor [ Fri Oct 30, 2009 9:19 am ] 
Post subject:  Re: Challenge in NXT 
Is this a home work assignment? 
Author:  lololol [ Mon Nov 02, 2009 3:38 pm ]  
Post subject:  Re: Challenge in NXT  
No, just a challenge for the ones who likes programming. 
Author:  Atlantisbase [ Mon Nov 02, 2009 6:18 pm ] 
Post subject:  Re: Challenge in NXT 
Better question, who translated the image, because it's a really bad translation (at least I assume it's a translation). 
Author:  mightor [ Tue Nov 03, 2009 2:52 am ] 
Post subject:  Re: Challenge in NXT 
It involves screaming robots, that could be fun. 
Author:  Atlantisbase [ Tue Nov 03, 2009 3:17 pm ] 
Post subject:  Re: Challenge in NXT 
How exactly does a robot scream? 
Author:  lololol [ Tue Nov 03, 2009 8:38 pm ]  
Post subject:  Re: Challenge in NXT  
That's stays a criterion of each person imagination, but you can make him: plays a sound play a song or even really screaming 
Author:  lololol [ Sat Nov 07, 2009 7:04 pm ] 
Post subject:  Algorithm AStar(A*) 
I suggest to use the algorithm AStar(A*). Path Scoring: the key to determining which squares to use when figuring out the path is the following equation: > F = G + H where * G = the movement cost to move from the starting point A to a given square on the grid, following the path generated to get there. * H = the estimated movement cost to move from that given square on the grid to the final destination, point B. This is often referred to as the heuristic, which can be a bit confusing. The reason why it is called that is because it is a guess. We really donâ€™t know the actual distance until we find the path, because all sorts of things can be in the way (walls, water, etc.). ps: This algorithm behaviour is in the following web pages (http://www.policyalmanac.org/games/aStarTutorial.htm) (http://www.youtube.com/watch?v=o44jJQxMDgY). 
Author:  lololol [ Mon Nov 09, 2009 8:30 am ] 
Post subject:  Pseudocode A* 
create the open list of nodes, initially containing only our starting node create the closed list of nodes, initially empty while (we have not reached our goal) { consider the best node in the open list (the node with the lowest f value) if (this node is the goal) { then we're done } else { move the current node to the closed list and consider all of its neighbors for (each neighbor) { if (this neighbor is in the closed list and our current g value is lower) { update the neighbor with the new, lower, g value change the neighbor's parent to our current node } else if (this neighbor is in the open list and our current g value is lower) { update the neighbor with the new, lower, g value change the neighbor's parent to our current node } else this neighbor is not in either the open or closed list {add the neighbor to the open list and set its g value} } } } ps: for more details (viewtopic.php?f=15&t=456) 
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