# Hierarchical Pathfinding A Rust crate to find Paths on a Grid using HPA* (Hierarchical Pathfinding A*) and Hierarchical Dijkstra. [![Tests](https://github.com/mich101mich/hierarchical_pathfinding/actions/workflows/test.yml/badge.svg)](https://github.com/mich101mich/hierarchical_pathfinding/actions/workflows/test.yml) ## Description Provides a fast algorithm for finding Paths on a Grid-like structure by caching segments of Paths to form a Node Graph. Finding a Path in that Graph is a lot faster than on the Grid itself, but results in Paths that are _slightly_ worse than the optimal Path. Implementation based on the Paper ["Near Optimal Hierarchical Path-Finding"](https://www.researchgate.net/profile/Adi-Botea/publication/228785110_Near_optimal_hierarchical_path-finding_HPA/links/09e41508fc2fed9a72000000/Near-optimal-hierarchical-path-finding-HPA.pdf). ### Advantages - Finding a Path is a lot faster compared to regular algorithms (A*, Dijkstra) - It is always correct: A Path is found **if and only if** it exists - This means that Hierarchical Pathfinding can be used as Heuristic to check if a Path exists and how long it will roughly be (upper bound) ### Disadvantages - Paths are slightly worse (negligible in most cases) - Creating the cache takes time (only happens once at the start) - Changes to the Grid require updating the cache - Whenever a Tile within a Chunk changes, that entire Chunk needs to recalculate its Paths. Performance depends on Chunk size (configurable) and the number of Nodes in a Chunk ## Use Case Finding Paths on a Grid is an expensive Operation. Consider the following Setup: ![The Setup](https://github.com/mich101mich/hierarchical_pathfinding/blob/master/img/problem.png?raw=true) In order to calculate a Path from Start to End using regular A*, it is necessary to check a lot of Tiles: ![A*](https://github.com/mich101mich/hierarchical_pathfinding/blob/master/img/a_star.png?raw=true) (This is simply a small example, longer Paths require a quadratic increase in Tile checks, and unreachable Goals require the check of _**every single**_ Tile) The Solution that Hierarchical Pathfinding provides is to divide the Grid into Chunks and cache the Paths between Chunk entrances as a Graph of Nodes: ![The Graph](https://github.com/mich101mich/hierarchical_pathfinding/blob/master/img/hpa.png?raw=true) This allows Paths to be generated by connecting the Start and End to the Nodes within the Chunk and using the Graph for the rest: ![The Solution](https://github.com/mich101mich/hierarchical_pathfinding/blob/master/img/hpa_solution.png?raw=true) ## Example ```rust use hierarchical_pathfinding::prelude::*; let mut pathfinding = PathCache::new( (width, height), // the size of the Grid |(x, y)| walking_cost(x, y), // get the cost for walking over a Tile ManhattanNeighborhood::new(width, height), // the Neighborhood PathCacheConfig::with_chunk_size(3), // config ); let start = (0, 0); let goal = (4, 4); // find_path returns Some(Path) on success let path = pathfinding.find_path( start, goal, |(x, y)| walking_cost(x, y), ); if let Some(path) = path { println!("Number of steps: {}", path.length()); println!("Total Cost: {}", path.cost()); for (x, y) in path { println!("Go to {}, {}", x, y); } } ```