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13 cards from this deck
Practical method to find solutions quickly, not always optimal
Find 'good enough' solutions rather than optimal ones
Complex problems where perfect solution takes too long
Pathfinding, optimisation problems, game strategies
Dijkstra's algorithm with a heuristic for efficiency
Actual cost to reach node nnn from start
Heuristic estimate of cost to reach goal from node nnn
f(n)=g(n)+h(n)f(n) = g(n) + h(n)f(n)=g(n)+h(n)
h(n)=∣x1−x2∣+∣y1−y2∣h(n) = |x_1 - x_2| + |y_1 - y_2|h(n)=∣x1−x2∣+∣y1−y2∣
Estimates distance to goal in grid-based pathfinding
Reduces time and computational resources required
May not always produce the optimal solution
Material balance, piece mobility, control of centre
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