Path Planner is an AI-based path planner program that I worked on during my AI for Games class at the University of Florida. All work done was in the PathSearch class files, where the program's AI algorithms were implemented.
Open the project in Visual Studio Enterprise 2019 and navigate to the PathPlannerApp's code file. Then select 'Project' -> 'Set as Startup Project' to get the program to build correctly. Ctrl + F5 to start the program!
There are were a total of four different algorithms that were made as a part of this project. They are (in order of complexity):
- Breadth-First Search (BFS)
- Greedy Breadth-First Search (a.k.a. Best-First Search)
- Uniform Cost Search
- A* Search
The development of the algorithms was an iterative process, as all algorithms build off of BFS so only minor modifications are necessary for implementing the other algorithms.
Please refer to the 'Manual - Path Planner' PDF for information regarding the documentation around the API calls used.
This project took around 6-8 hours to complete, and was completed on February 23rd, 2020.
Please note that the original codebase is not mine; it was created by my professor Jeremiah Blanchard for Full Sail University and University of Florida courses.