Show HN: Visual a* Pathfinding and Maze Generation in Python
The GitHub repository implements the A* pathfinding algorithm and maze generation techniques in Python, featuring advanced visualization, customizable parameters, and maze validation, relying on libraries like NumPy and Matplotlib.
Read original articleThe GitHub repository focuses on implementing the A* pathfinding algorithm and various maze generation techniques using Python. It features a high-performance A* algorithm optimized for finding the shortest path in mazes. The project showcases multiple maze generation methods, including Diffusion-Limited Aggregation, Game of Life, Langton's Ant, Voronoi Diagrams, Fractal Division, and Wave Function Collapse, among others. Advanced visualization capabilities are provided through animated displays of maze generation and pathfinding processes using the `matplotlib` library. Users can customize parameters such as grid size, maze generation methods, and visualization settings. The project also includes robust maze validation techniques to ensure that generated mazes are navigable and meet complexity and connectivity criteria. To use the project, users need to clone the repository, set up a virtual environment, install the required packages, and run the main script. The project relies on several Python libraries, including NumPy, Matplotlib, and SciPy, and is licensed under the MIT License.
- The project implements the A* pathfinding algorithm and various maze generation techniques.
- It includes advanced visualization features using the `matplotlib` library.
- Users can customize maze parameters and validate maze navigability.
- The project requires Python libraries like NumPy, Matplotlib, and SciPy.
- It is licensed under the MIT License.
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- Several users share links to related projects, videos, and implementations, showcasing their own work or inspirations.
- There is a notable discussion about the potential use of large language models (LLMs) in generating the code and documentation, with some users expressing skepticism about the quality of the output.
- Users express interest in the practical applications of the A* algorithm, including its use in robotics and terrain navigation.
- Some comments highlight the aesthetic aspects of the maze generation and pathfinding visualizations.
- There are suggestions for improving the implementation, particularly regarding code readability and structure.
Also, here's the Lisp implementation post that inspired me (and which I based my Python code on):
https://news.ycombinator.com/item?id=41145528
And here are a few other sample videos using different settings-- I'll add more during the day as they finish generating:
https://www.dropbox.com/scl/fo/q13cxuvgy8vxr3ksi06uw/APkL57-...
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They talk about the use of the pneumatic vine robots to nav rubble and caves etc - but if the vine robot could evaluate the terrain and use apropriate routing algo based on the nature of the terrain it was doing. they arent using vision necessarily in the vine robots - but if they could use terrain sensors that informed the best routing algo to use/accomplish goal that would be neat.
Another interesting thing about this would be to apply it to where vine-style micro-trenchers could know the patter of the lattice that will best be needed to accomplish whatever the stated newton bracing requirement were - then you could plop relative light foot pads onto a celestial body - then have these vine into the surface in such a way where you can begin to attach larger objects and very easily build foundations to large space structures - plus, as it maps out - you have an exact map of what your mycelium -like base foundation look like.
EDIT:
And you could grow the foundation as need - however, imagine a series of tubes mabe by these vinind robotw - that are later filled in (the robots) with structural hardening material -- you vine your robots into the mountian in sequences - first do a large outer lattice - and strucurally brace it with whatever material - then in the center space - vine into the core and fill those with explosives and tunnel. -- then you can snake through your exploded rubble - see whatst up - and deliver cables and hoses through the vine to a forward location...
A vine robot that tunnels - but its outer layer is a permiable filter and it has capillary features - but basically it unfulrs into being a well and the outer material is expanded do to corrugations in the design allowing debris filteres water to create a layer around the new pipe - and then capillaried up - or a pump in the core at the head of the water-wyrm.
(I need to figure out how to make some of these -- I love them.)
Somehow make it so that the top ~70% of next steps in the queue are never the next step in the solution (I'm too tired right now to come up with any sort of answer, but my guess is that it wouldn't be possible to generate a planar maze that way).
Edit: I'm curious about other repositories under your account also. For example, this one:
https://github.com/Dicklesworthstone/introduction_to_tempora...
The content of this repo is an essay on temporal logic that seems at once unnecessarily verbose and lacking in concrete information (e.g. lists of "logical operators" -i.e. logical connectives and quantifiers- and their examples but nothing about logical interpretations, in an essay about proofs). If that's the case, then I'm curious what is the motivation of having that on github. If I were really paranoid I'd think you're trying to hasten self-training model collapse :)
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