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lua-astar

A simple implementation of the A* pathfinding algorithm

How to use it

The aStar function expect a few more arguments than most other implementations available anywhere.
Here is a reproduction of the example.lua file:

local aStar = require "AStar"

Here we define our graph. A simple table containing for each key (node) an array of node.

local graph = {}
graph["A"] = {"B", "C"}
graph["B"] = {"D"}
graph["C"] = {"A", "E"}
graph["E"] = {"C", "D"}
graph["D"] = {"E", "F"}
graph["F"] = {"D", "G"}
graph["G"] = {"F", "H", "E"}
graph["H"] = {"E"}

So we currently have the following representation:

A ↔ C ↔ E ← H
↓     ⤢   ↖ ↑
B → D ↔ F ↔ G

First we need to define a function that, given a node, returns an array {node} / {index = node } / {key = node} of the nodes linked to the given node. Since our graph is simply defined, it will be straightforward. We will not safeguard it as our graph is fully defined. Check exemple.lua to see slightly more.

local function expand(n)
    return graph[n]
end

Now we need to define a function that, given two nodes, return the cost of going from the first to the second. Again, we want to keep it simple. Our graph does not hold these value, so we will simply return 1 every time.
As needed, we will define a curried function.

local function cost(from)
    return function(to)
        return 1
    end
end

Now we need to define a function that, given a node, return the estimated cost of the path left to reach the goal. As always, since our graph is so simple, we will content ourselves with returning 0 every time. This will make our aStar equivalent to a dijkstra.

local function heuristic(n)
    return 0
end

Last, but not least, we need to define that, given a node, return whether we have reached our goal or not. As the first example, we will want to find the path from A to D.

local goalD = function(n)
    return n == "D"
end

To avoid repeated call of the same functions, we will define a simpleAStar in order to concern ourselves only with the goal and the start.

local simpleAStar = aStar(expand)(cost)(heuristic)

Because aStar is curried, you must pass each argument separatly. Just make sure to apply the arguments in the correct order.

We can now ask simpleAStar to find the path from A to D.

local path = simpleAStar(goalD)("A")

The only thing left to do is display the path we found. We do need a function to convert our path to something printable.

local function pathToString(path)
    if path == nil then
        return "No path found"
    else
        local ret = table.remove(path, 1)
        for _, n in ipairs(path) do
            ret = ret .. "" .. n
        end
        return ret
    end
end

If everything worked fine, it should display A → B → D.

print(pathToString(path))

Now we want the path to go from D to A. For future reuse, we will define a curried function that simply check if our node is in an array of node.

local function goal(targets)
    return function(current)
        for _, target in pairs(targets) do
            if current == target then
                return true
            end
        end
        return false
    end
end

This time we cannot pass by B, it should display D → E → C → A.

print(pathToString(simpleAStar(goal({"A"}))("D")))

We could now considere that both B and D are point of interest, and we want to get to one of them, we do not particularly care but we want the one with the shorter travel. Our graph is too simple to present something meaningful here, but by changing the starting node, we can show how the path differe.

Starting with C should give us either C → A → B or C → E → D.

print(pathToString(simpleAStar(goal({"B", "D"}))("C")))

Starting with A should give us A → B.

print(pathToString(simpleAStar(goal({"B", "D"}))("A")))

Starting with E should give us E → D.

print(pathToString(simpleAStar(goal({"B", "D"}))("E")))

Starting with H should give us H → E → D.

print(pathToString(simpleAStar(goal({"B", "D"}))("H")))

Starting with A should give A → B → D → F → G → H

print(pathToString(simpleAStar(goal({"H"}))("A")))

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