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・ Pathfinder Nuclear Generating Station
・ Pathfinder Online
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・ Pathfinder Roleplaying Game
・ Pathfinder Scouts Association
・ Pathfinder tendency
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Pathfinding
・ Pathfork, Kentucky
・ PathGuide Technologies
・ Pathhead
・ Pathhead, Midlothian
・ Pathi
・ Pathia
・ Pathibhara Devi Temple
・ Pathibhara FM
・ Pathibhara, Sankhuwasabha
・ Pathik Pravasan
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・ Pathikonda
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Pathfinding : ウィキペディア英語版
Pathfinding

Pathfinding or pathing is the plotting, by a computer application, of the shortest route between two points. It is a more practical variant on solving mazes. This field of research is based heavily on Dijkstra's algorithm for finding a shortest path on a weighted graph.
== Algorithms ==
At its core, a pathfinding method searches a graph by starting at one vertex and exploring adjacent nodes until the destination node is reached, generally with the intent of finding the shortest route. Although graph searching methods such as a breadth-first search would find a route if given enough time, other methods, which "explore" the graph, would tend to reach the destination sooner. An analogy would be a person walking across a room; rather than examining every possible route in advance, the person would generally walk in the direction of the destination and only deviate from the path to avoid an obstruction, and make deviations as minor as possible.
Two primary problems of pathfinding are (1) to find a path between two nodes in a graph; and (2) the shortest path problem -- to find the optimal shortest path. Basic algorithms such as breadth-first and depth-first search address the first problem by exhausting all possibilities; starting from the given node, they iterate over all potential paths until they reach the destination node. These algorithms run in O(|V|+|E|), or linear time, where V is the number of vertices, and E is the number of edges between vertices.
The more complicated problem is finding the optimal path. The exhaustive approach in this case is known as the Bellman–Ford algorithm, which yields a time complexity of O(|V||E|), or quadratic time. However, it is not necessary to examine all possible paths to find the optimal one. Algorithms such as A
*
and Dijkstra's algorithm strategically eliminate paths, either through heuristics or through dynamic programming. By eliminating impossible paths, these algorithms can achieve time complexities as low as O(|E|\log(|V|)).〔http://lcm.csa.iisc.ernet.in/dsa/node162.html〕
The above algorithms are among the best general algorithms which operate on a graph without preprocessing. However, in practical travel-routing systems, even better time complexities can be attained by algorithms which can pre-process the graph to attain better performance.〔
〕 One such algorithm is contraction hierarchies.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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