Train Path Finder
Posted: Sun Feb 02, 2020 8:18 am
Hey Factorio Team!
This topic connects to the Friday Facts #331. I'm currently finishing my computer science master specializing at route planning algorithms. It was quite interesting to read the post, since it answered a few questions that already came to my mind, but it also rose a few new ones.
This topic connects to the Friday Facts #331. I'm currently finishing my computer science master specializing at route planning algorithms. It was quite interesting to read the post, since it answered a few questions that already came to my mind, but it also rose a few new ones.
- Why A*? I see the heuristic helps already to significantly decrease the number of settled nodes. But why not directly to specially road-network tailored solutions like contraction hierarchies?
- How does the graph representation of a rail network look like?
- I'm not sure from those descriptions how you represent your rail network by now. But it seems that Issues 1, 2 and 3 could be sorted out if it was designed as follows: Nodes for each junction, block transition and station. Edges between nodes represent the number of segments between them. (Maybe some penalties added for example on block transitions...) The issue of the distance between a junction and a train stop would than naturally be resolved without any modifications to the algorithms. The issue of train positions on a segment would be resolved as it is in real applications like Google Maps (or Graphhopper if you like to view the source code for it). You simple start routing from the node that is closest to the train (e.g. euclidean distance).
- Could (2.) also preempt the rise of some of the other issues you descriped as rising from the solution of the first 2 issues?