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Article #810

Re: Shortest Path Algorithm

#810
From: Khan
Date: Thu, 20 Aug 1992 18:10
13 lines
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In article <1992Aug20.152143.1953@afit.af.mil> kmathias@afit.af.mil (Karl S Mathias) writes:
>I hope this isn't a FAQ, but I'm looking for a least-cost path algorithm
>for a hexmap wargame.  To be useful, it needs to meet the following
>requirements:
>
>  -- Take into account varying terrain costs.  The direct path will 
>     almost never be the least-cost path (so shortest path solutions are
>     out).

Actually not - if you use a "shortest path" algorithm, but feed it cost
numbers instead of distance numbers, the very same algorithm becomes a
"lowest cost" algortihm.
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References: <1992Aug20.152143.1953@afit.af.mil>

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Newsgroups: rec.games.programmer
Path: arc1-ca.pugleaf.net!sparky!uunet!usc!sdd.hp.com!ux1.cso.uiuc.edu!news.cso.uiuc.edu!usenet
From: tmkk@uiuc.edu (Khan)
Subject: Re: Shortest Path Algorithm
References: <1992Aug20.152143.1953@afit.af.mil> 
Message-ID: <BtAnt7.Gwx@news.cso.uiuc.edu>
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Organization: University of Illinois at Urbana
Date: Thu, 20 Aug 1992 18:10:18 GMT
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