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PATH FINDING VISUALIZER

Deva Kumari Maddukuri Dhara Lakshmi Kusumanchi


dept.of computer science and engineering dept.of computer science and engineering
Amrita vishwa vidyapeetham Amrita vishwa vidyapeetham
Amrita school of computing,Banglore,India Amrita school of computing,Banglore,India
maddukurideva@gmail.com dharalakshmi436@gmail.com
Harsha Vardhan Ramisetty Tanvi Yelakanti
dept.of computer science and engineering dept.of computer science and engineering
Amrita vishwa vidyapeetham Amrita vishwa vidyapeetham
Amrita school of computing,Banglore,India Amrita school of computing,Banglore,India
harshavardhanramisetty@gmail.com yelakantitanvi@gmail.com

Abstract—NeoRoute is an algorithm visualizer tool that assists in to the problem of the short route, within the theory of the
finding the path.present complex pathfinding algorithms dynamically graph, which explores the method of identifying the route. We
through an interactive display.enjoyable way. The pathfinding
technique is mainly used in the field of computer science.and are also adding A* algorithm approach here. Which is different
designing the most optimal route through the use of algorithms and from dijkastra approach. Sometimes A* faces conflict in the
engineering.the two ends of a line in a network or graph.Gaming, short path between source and destination because of
robotics, transportation,path finding applications can be seen in
education, transportation, etc.for instance, Google Maps utilizes
multiple agents.In[3] The shortest path problem can be solved
Dijkstra’s and A* algorithms in order to find the shortest path. In using a variety of approaches. We have implemented Graphical
addition to the algorithms employed by Google Maps,The NeoRoute interface based A* Heuristic Path finding algorithm and
app has BFS and DFS algorithms for visualization as well.User is Dijkstra Algorithm In[4]Pathfinding or pathing is the plotting,
presented with a grid, which contains a start node and a target.station
that can be relocated flexibly. Users can as well add blobs or a by a computer application, of the shortestroute between two
bomb.which behave as the dynamic inputs or the ones that take points. It is a more practical variant on solving mazes.This field
patterns directly from the templates.time. Afterwards, the users can of research is based heavily on Dijkstra’s algorithm for finding
have pathfinding algorithms from the list.implementable algorithms. theshortest path on a weighted graph. In[5]At present, e-
Then, the grid is filled in with some.the engaging animations
illustrating the least direct route.start and target nodes. Such tool has learning is being promoted at a very high rate among learners
the ability to be used by students and teachers.and introduces in different areas. Modern technologies allows the
newbies to the fundamentals of coding about how pathing algorithms development of visualization tools for topics like different
work. These devices are also able to discriminate between what is real algorithms of graph theory and their explanation. The
and what isn’t.multiple routing algorithms and hence adopt an
appropriate one for the future projects. BFS and DFS Algorithm BFS implementation of e-learning tools like this is one of the most
(Breadth-First Search) and DFS(Depth-First Search) are graph traversal important requirement for applying e-learning system
algorithms that help to check all parts of a graph.nodes that make up successfully. In[6]Data Structures and Algorithms are one of
the graph or maze at hand. BFS begins with the root node.go through
the most vital concepts of Computer Science. However, due to
the graph first and visit all the nodes that are neighbors before getting
on.next-node on the graph. It employs a queue data structure for its level of abstraction and complexity, an absolute
monitoring the underexplored nodes to further the search. Index understanding of this concept can be a challenging task.
Terms—Path finding visualizer,BFS,DFS Textbooks and PowerPoint slides are the mainstream sources
Index Terms—component, formatting, style, styling, insert
of teaching algorithms in schools/colleges today which lacks a
potent environment for the students to truly grasp the
I. INTRODUCTION conceptual understanding of the world of algorithms.
In[1] It was expected that algorithm visualization would In[7]They offered a novel way to comprehend sorting,
completely change the way algorithms are taught. Many searching problems, and the application of different data
algorithm animations had appeared, mostly for simple structures, such as trees, hash maps, and graphs, through the
problems like primary tree data structures and sorting. There visual representation of animated algorithms. The
were even development of animation tools and libraries facilitated
Identify applicable funding agency here. If none, delete this. research and advancement in the realm of computer
attempts to robotize development of animated algorithms and graphics.In[8]NeoRoute is a pathfinding visualizer tool that
algorithm visualization. In[2] Finding a route is closely related helps visualize complex pathfinding algorithms in a
fun way. Due to their complexity, these algorithms are not well to assist students and young programming enthusiasts in
understood by beginners in programming. There is an ample understanding the difference between various pathing
amount of theoretical knowledge available over the internet algorithms and provide them with a platform to aid their
and in academic books about pathfinding algorithms but an learning. The best way to learn any algorithm is to visualize it.
algorithm has to be seen in action to be believed and Since it is a tedious task to visualize complex algorithms such
understood effectively. In[9]In pathfinding when a new as pathfinding algorithms there is a need for some modern
algorithm or data structure is proposed it is tested on set of tools to help lecturers and students simplify these
different maps. Therefore, the main focus of this thesis is to concepts.using high and new technologies.[12]In order to
study the various aspects of maps, generated in pathfinding more closely resemble human navigation, this work provides a
experiments, like the path length, the density of obstacles, novel approach to path discovery for intelligent agents using
map size and so on as the performance of newly built algorithm methods borrowed from human brain research. The idea
is tested on these maps thus it is an important aspect of behind the method is the ’GPS of the brain’. By means of user
pathfinding experiments.In[10]Pathfinding is also known as research, we demonstrate that the generated paths are
plotting or pathing. this work use a computer program that perceived as consistent with the agents’ assigned degree of
particularly finds a shortest path connecting two locations. It proficiency. The study solely deals with path finding within a
can also be used as a more useful maze-solving method. This navigation mesh, since collision avoidance may be handled
study is primarily centred on Dijkstra’s algorithm (weighted or with any local movement approach. This method is unique in
non-weighted graph) for determining the shortest path that that it takes into account human characteristics like as
best meets some conditions. A pathfinding approach memory, mental maps, and visibility, all of which contribute to
fundamentally searches the adjacent nodes of the current the overall realism of autonomous agents and video
node. It begins at one vertex in a graph, and looks nearby games.[13]A study on the use of machine learning to forecast
nodes till it reaches the destination node, typically with the traffic accidents and enhance public health worldwide is
least expensive path. Although, if a route is needed, some presented in this article. To find relationships in the data, the
graph searching techniques like BFS or DFS can be used. study employs a classic Association Rule Mining methodology,
In[11]“Design and Analysis of Algorithms”, is one of those the Apriorist algorithm, and the Road Accident Dataset.
important subjects in the field of computer science. Besides Information is categorized and driving advise is given using a
the requisite of being skilled in computational thinking and probability-based classification technique called the Naive
programming skills, the topic of algorithms is often perceived Bayes Technique. The project aims to decrease the amount of
as complicated and difficult to understand. Motivated by the fatalities and injuries on the world’s highways and increase the
age-old saying, “a picture speaks more than a thousand prediction accuracy of traffic accidents. In this situation,
words”, many researchers and educators assume that students machine learning could improve institutional ability to address
would learn an algorithm faster and more thoroughly using public health issues related to mobility and ultimately increase
algorithm visualization techniques. Pathfinding or pathing is overall road safety.[14]This paper proposes a faster version of
defined as plotting the shortest route between two points the FastMap approach that can incorporate edge-weighted
using computations. For this purpose, computers use various undirected graphs in near-linear time. FastMap, a conventional
algorithms such as BFS, DFS, and many more. These algorithms and effective data-mining technique, has been used to
widely known as pathfinding or pathing algorithms are used for generate algorithms for shortest path computations. However,
network routing, mapping locations, telecommunication, and the original FastMap method assumed that it could always
navigation. NeoRoute is a pathfinding visualizer tool that helps determine the (dis)similarities between the input elements. It
visualize complex pathfinding algorithms in a fun way. Due to is necessary to apply shortest path algorithms, such as
their complexity, these algorithms are not well understood by Dijkstra’s algorithm, to determine the distance between two
beginners in programming. There is an ample amount of nodes in a graph.The arrangement of the study is as follows:
theoretical knowledge available over the internet and in First, the work’s foundation—the shortest path FastMap
academic books about pathfinding algorithms but an algorithm algorithm—is described. After that, the SPFA is presented and
has to be seen in action to be believed and understood combined with FastMap to produce FMS. The analysis and
effectively. NeoRoute does the same by visually representing experimental results are then presented, followed by a
how the above mentioned algorithms work. It currently discussion of the conclusions and next steps.[15]The paper
supports BFS, and DFS algorithms. This tool provides an aims to summarize the widelyused off-road pathfinding
interactive GUI where users can provide input in the form of algorithms and optimize the off-road environment in a wide
adding blocks, or/and adding a bomb (an object that acts as a range. Additionally, the study highlights problems with off-road
checkpoint). The start node and the target node can be easily pathfinding and considers its future direction while contrasting
relocated over the grid. The purpose of this web application is local and global pathfinding.Off-road pathfinding enables
people to travel through locations without main roads or shortest path. This application is ready to use. And, the code is
designated routes, whereas on-road pathfinding is restricted to also pretty modular, that you can just plug and play it with any
driving on designated roads. This work aims to identify the use project. You can also tune these with other Graphs as well. In
of pathfinding in the off-road environment and give new this paper, we will attempt to analyze compare their response
researchers a knowledge of the particular problem area. Along time due to different number of iterations and at a time when
with identifying problems and outlining future directions for they get the best shortest path.[2]Pathfinding algorithms play
off-road pathfinding, the paper provides a summary of popular a fundamental role in the navigation by a robot through huge
off-road pathfinding algorithms.[16]This paper proposes a terrains, they help it to find the most favourable way from a
faster version of the FastMap approach that can incorporate starting point to a destination. Not only time but also cost,
edge-weighted undirected graphs in nearlinear time. FastMap, distance, etc. are the factors considered to decide the best
a conventional and effective data-mining technique, has been path. Various algorithms like BFS, DFS, Dijkstra, A* Search, IDA*
used to generate algorithms for shortest path computations. Search, Jump Point Search, etc. are available to accomplish this
However, the original FastMap method assumed that it could functionality. The research project will simulate the execution
always determine the (dis)similarities between the input of these algorithms. The report will contain test simulations
elements. It is necessary to apply shortest path algorithms, and comparisons between the various algorithms. There might
such as Dijkstra’s algorithm, to determine the distance be different situations like finding time to reach, distance to
between two nodes in a graph.The arrangement of the study is reach, cost of reaching, etc., but the goal is to find the best path
as follows: First, the work’s foundation—the shortest path possible. This approach once used can be applied to various
FastMap algorithm—is described. After that, the SPFA is areas like traffic management, digital mapping, social
presented and combined with FastMap to produce FMS. The networking, robotics and game development. Methodology
analysis and experimental results are then presented, followed The 2D Grid is taken and each turn and node to node
by a discussion of the conclusions and next steps.[17]The movement will have a cost of 1. We will add the project
paper aims to summarize the widely-used off-road pathfinding interface to clear the path, add or remove obstacles, reset the
algorithms and optimize the off-road environment in a wide grid and control the visualization speed.[3]This paper
range. Additionally, the study highlights problems with off-road showcases a pathfinding visualizer which uses graph theory
pathfinding and considers its future direction while contrasting and the Pygame library for finding an optimal path between a
local and global pathfinding.Off-road pathfinding enables source node and a target node. The project implements several
people to travel through locations without main roads or data structures and algorithms such as BFS, DFS, A*, Dijkstra’s
designated routes, whereas on-road pathfinding is restricted to and provides wall and maze generation features to create
driving on designated roads. This work aims to identify the use multivariate graphs. The visualizer offers a userfriendly
of pathfinding in the off-road environment and give new interface to present the path with the use of red, blue, orange
researchers a knowledge of the particular problem area. Along and green nodes making it easier to analyze paths in a large
with identifying problems and outlining future directions for multivariate graph. This project can be used in various real-
off-road pathfinding, the paper provides a summary of popular world applications like social networks, computer networks,
off-road pathfinding algorithms. etc. Some future work includes path exploration, path analysis,
and customizable real-time aggregate set and graph visualizer
II. LITERATURE SURVEY to combine several real-time updates. The visualizer gives real-
[1]This is a project where I made a pathfinding pathfinding time updates about the path information, so the user can
visualizer using graph theory and algorithms to find a path directly visualize the change in the graph properties and
whenever a user selects the source and target. The project algorithms. The modularity of the project allows the
uses Pygame for the front end and Different pathfinding integration of more algorithms and features in the future for
algorithms like BFS, A*, DFS, and Dijkstra’s. The goal behind this further development and research in the pathfinding and
project is to find the cheapest path between two points on a graph analysis areas.[4]Using visuals to show how algorithms
huge network. In this paper, we will be focusing on A* and its work helps in teaching computer science. But, schools and
heuristic function that allows us to easily change how we colleges don’t use it much. This paper shows two crucial factors
compute the shortest path. However, as A* is an uninformed for successful algorithm visualization: easyto-get software and
search, it will not always provide the correct result. This project showing why an algorithm works. Using invariants, which don’t
is written in Python which has lots of features and it is cross- change, can help explain the main ideas of an algorithm. This
platform. The pathfinding application is made using some basic paper also talks about how scripting languages like JavaScript
tools from Pygame that makes it really easy for the user to can make complex visualizations, even 3D animations.
interact with. He/She can select the end and the start points Although today’s hardware is strong, algorithm visualization
themselves, also they can place any sort of wall to prevent the tools often need compilers and runtime machines which can
make them harder to get. Lastly, the paper discusses the algorithms and also demonstrated the time to work of the
software needs for algorithm visualization systems, like how algorithms which can help us determine the effectiveness of
fast animations go, how hard they are to program, and how the algorithms in particular scenarios. Finally, this can be a
many people can use them.[5]This paper introduces the good and easily understandable project for either an educator
development of an e-Learning tool named PathFinding to demonstrate the concepts of graph pathfinding or for some
Visualizer, which can visually represent shortest path-related students.[8]The PDF is a study of pathfinding algorithms:
algorithms including Dijkstra’s algorithm, A*, and DFS. This tool Implementation and Visualization Pathfinding is defined as
will be helpful to understand the concepts of these algorithms finding a shortest or optimal path between two points in a map
more effectively with an improved userfriendly interface. The or a graph. Algorithm visualization is found more effective in
algorithm was implemented in a webbased platform using learning. Dijkstra’s algorithm is a pathfinding algorithm that is
HTML, CSS, JavaScript, along with React Framework. The initial extensively used in the field. It assigns distance value to each
test results show that the developed e-Learning tool gives vertex and is widely used algorithm. A* (A-star) algorithm is
positive results to the students learning the algorithms. The another well known graph traversal and path search algorithm.
tool has several practical applications such as on maps, road It evaluates a node using three values. Breadth-first search
networks, or robot navigation. Different external or internal (BFS) and depth-first search (DFS) are two other algorithms
pathways can be used to help different students remember the used for graph traversal and path finding. Our review of
steps, or let everyone find their own way. They can also add pathfinding research papers indicate that: A lot of research in
some obstacles in the path. Thanks to the visual display and the field has been conducted, but none of the paper’s setups
the effect of animation, the final effect of the e-Learning are ideal. The majority of the papers use randome map or
PathFinding Visualizer is good in terms of memorization and game maps, which do not give a good basis for making
the enhancement of More active learning situations. comparisons between them and give enough evidence to
[6]NeoRoute pathfinding algorithm visualizer. An interactive generalize for real world. A visual very tool named Pathfinder,
way to understand pathfinding algorithms. It can visualize is presented. It is a visual solution for path analysis. it provides
Dijkstra’s algorithm, A* algorithm, Bidirectional algorithm, BFS, an easy way for user to find an optimal path between two
and DFS algorithms. Web Page of NeoRoute The web page points. It can be used to serve most of pathfinding needs, but
contains visualization of Dijkstra’s algorithm, A* algorithm, special care has been taken to present a tool for path
Bidirectional algorithm, BFS, and DFS. You can interact with the exploration and path analysis. [9]This research
application by clicking, dragging and scrolling. Click and drag to paper”Performance Evaluation of Pathfinding Algorithms” by
add blocks or bomb over the grid, the GUI also has next pattern Harinder Kaur Sidhu, from the University of Windsor, 2019.
generators to make it easy. A start or target node can be Pathfinding algorithms are used in countless applications, such
created directly by dragging and dropping over the grid The as computer games, robotics, networks, and navigation
web page is largely aimed towards students, teachers, systems. In this thesis, the author investigates whether or not
beginners in programming. It allows them to study how the common weaknesses in the experimental design and data
pathing algorithms work and also to compare pathing analysis found in pathfinding algorithm research can be
algorithms. It can help you to choose the right algorithm for detected, and methods devised to remedy these weaknesses.
your upcoming projects. The tool is accurate in the It also describes various types of map representation, and
visualization of the provided pathfinding algorithms. A* evaluates their impact on the performance of pathfinding
algorithm is the most efficient of all. It can also generate the algorithms. I look forward to reading it and to learning what
shortest path in less time. NeoRoute works better in Graphical the author has discovered about how to design and analyze
User Interface as it is interactive to use than other available experiments in pathfinding research.[10]The proposed system
pathfinding algorithm visualizers.[7]The project is an incredible enhances e-learning tools and supports the visualization of
visual exploration of the BFS and Dijkstra’s Algorithm. The complex algorithms, particularly pathfinding algorithms. By
project utilizes a 2D grid with nodes as walls or cells and uses offering self-explanatory animations and a user-friendly
two algorithms to traverse the 2D grid and find the shortest interface, the system promotes autonomy in learning, fosters
path between a starting point and an ending point. The project active learning, and enhances knowledge retention. This tool
was developed in six steps - building the graph matrix; adding is valuable in various fields, including e-learning, computer
walls and some event listeners; embedding the algorithms; graphics, and software development. Future improvements
running the algorithms; media queries; and a little design and may include incorporating sophisticated algorithms,
UI improvements. BFS algorithm goes through a grid one layer interactive simulations, and more extensive support for data
at a time and exhibits laziness. Dijkstra’s algorithm, on the analysis models. The development of this tool is greatly aided
other hand, uses a priority queue to find the shortest path by the guidance of Prof. Sayali Haldavanekar and the support
earlier than BFS. The project visualized the performance of the of teachers, friends, and colleagues. The system effectively
combines interactive visualizations with an accessible and algorithm performs two functions. The lower bound function
intuitive interface, ensuring the engagement and success of is then employed to adjust this upper bound in order to
users across a wide range of educational applications. Overall, minimize the number of entities enlarged and distance.
this system significantly advances the potential of e-learning Research has demonstrated effectiveness of the focused D*
tools and offers valuable insights into complex algorithms and method in several experiments with problem solving tasks
their associated functions.[11]This context tells us about consisting of memory based heuristics for explicit state, real
Imagining and understanding something which is not time navigation in unknown environment and eight neighbor
physically visible to us can be difficult at times. Visualization of grid setting. In a comparison with Dijkstra’s algorithm for
the processes based on their overall time required for CPU pathfinding in dynamic conditions, the presented algorithm is
execution (i.e., burst time) and selection of various processes more precise and effective in general. [15] In this paper, the
on the basis of the algorithm one by one, can be used to author introduces a new algorithm for path finding of
provide a clear understanding of how the algorithm is working autonomous agents based on the current theoretical findings
in the actual scenario. Thus, we can add this feature of concerning the neural structure and learning capability of the
scheduling algorithm visualization and other topics to expand human brain. The program is based on the results of studies
the knowledge base of our application. [12] In this paper, a that investigated the neuron activity in the memory and
novel approach that minimizes both elevation and distance visualizes the space as a set of counters put in a hexagonal grid.
between any two points on specific area data set is introduced. The path finder also integrates an A* referencing in line with
In this context the heuristic-based method is a modification of this cognitive map with a method of searching new settings
Dijkstra’s algorithm, which determines the cost of traversing while constructing such a map in the mind. This is done by
the SN from one node to another. The paper also proposes a several generated paths depicting how the paths are
shortened and become an ideal A* search the more the agent
visualization tool that enables the users to navigate through
gains its environs. Further, the authors run perceptual analysis
various steps in the algorithm and, consequently, observe the
to explain that expected level of understanding of the viewers
construction of the smoothest trajectory. The idea behind this
could be identified by the viewers in question at the level of
application is to base it on a concept that will be very beneficial
probability. [16] From the authors of this study, a pathfinding
for students who are studying artificial intelligence, graphics,
algorithm based on triangulation for Any-Angle from and to is
and computers. [13] These challenges include the type of
available. They test it against other methods, applicable to
surface, steepness, and obstacles encountered while off-
modern state-of-art algorithms such as Dijkstra’s and Jump
roading; this file discusses off-road pathfinding algorithms,
Point Search (JPS). In the best-case scenario, which
especially global and local off-road methods. The authors
corresponds to the Optimal Any-Angle Pathfinding (OAPF)
overview several off-road pathfinding algorithms that worked
algorithm, their algorithm performs as well as the best and is
effectively in the game environment: A* algorithm, Dijkstra’s
faster than JPS and Dijkstra’s algorithm in the 3D-GRA
algorithm, and Ant Colony Optimization and identify their
benchmark. It also cites a study of the factors which can
strengths and weaknesses. They also distinguish and discuss
influence the algorithm performance measure including path
how global and local pathfinding algorithms work, pertaining
quality order, triangulation size and the geometry input. Their
to these aspects: offline/online computation,
approach operates more efficiently on this triangulation
mapbased/sensor-based operation, and data pre-processing.
because it does not re-triangulate the navigation mesh while
To sum up, this study indicated that a way of pathfinding
searching for paths and bypasses the computation of costly
utilized by an off-road model is effective in the various
derivatives. [17] This paper develops an empirical research in
disciplines such as robotics, the military, archeology, forestry,
relations to the use of Big data analytics in decision support
and search and rescue. It also outlines the future directions of
and Traffic accident study for enhanced safety. Data of traffic
off-road pathfinding challenges that are still unsettled which
accident was collected and analyzed in this study with the help
include the absence of benchmarks to measure off-road
of using databases of Finnish Road Administration. The
pathfinding performance, memory intensiveness, and path
machine learning the method taken in this research work is a
optimality. The former observations have implications for
form of frequency counting that groups the sites based on the
improving heuristics for the off-road path planning problem.
incidence of accident. Subsequently, frequent item sets that
[14] New heuristic search algorithm, called focused D* (delta-
characterise the weather conditions were determined through
star), which can ensure the necessary accuracy of the results
association rule mining. With regards to risk variables related
and acceptable level of number of calculations to solve the
to driving while high, different outcomes were included in the
pathfinding problems in dynamic environment, were
rules as well as different incidences for each variable. It is
introduced by the authors of this study. D* algorithm can thus
worth to recall that according to the analysis presented above
be seen as an improvement of the A* algorithm, since by using
there is a higher frequency of all types of fatal incidents near
an upper constraint to elimitate suboptimal search paths the
highway crossings. The literature review is a key element of the the unvisited neighbors of the starting node then perform the
process of developing a new system based on the fact that above operation on any of the nodes.
previous studies should be carefully reviewed and analyzed. 3) Recursive Exploration:: For each unvisited neighbor of
The IEEEtran class file is used to format your paper and style the current node:For each unvisited neighbor of the current
the text. All margins, column widths, line spaces, and text fonts node: To be specific, the two categories are: But before listing
are prescribed; please do not alter them. You may note them, let’s mark the ‘neighbor’ element as ‘visited’. Call the
peculiarities. For example, the head margin measures DFS function to the neighboring vertex.
proportionately more than is customary. This measurement 4) Target Found:: If the target node is encountered, then
and others are deliberate, using specifications that anticipate one is done with searching process.
your paper as one part of the entire proceedings, and not as 5) Path Reconstruction:: It is also worth mentioning that
an independent document. Please do not revise any of the a search algorithms like BFS, one can store parent nodes during
current designations. the search to reconstruct the path.
III. METHODOLGY
C. Applying to a Grid:
A. Breadth-First Search (BFS)
1) Nodes:: In the grid, each point or spot is a node that
1) Concept:: The algorithm BFS is graph searching can be compared to a cell in excel.
algorithm it searches level by level. This is a systematic 2) Edges:: Two cells are connected if and only if they are
traversal of all node’s neighbors beginning from a particular in the neighboring cells above, below, to the left or to the right
prescribed initial node, often called the start vertex. Then it or even on the diagonals if the think mentioned it. Obstacles:
proceeds to identify the neighbors of the aforementioned The walls are the cells that do not have neighboring cells
neighbors and the process continues in a similar manner. This sharing its sides, which makes it as an obstacle needed for the
goes on until the terminal node of the search space has been paths.
located or else all the accessible nodes in the search space are
visited. D. Advantages and Disadvantages:
2) Initialization:: Create a queue that has to contain a E. BFS:
node that has been visited or has to be visited in the future for
1) Advantages:: The shortest path algorithms ensure the
further iterations of the algorithm. In this case one of the
reader that the path shown from the source node to the target
nodes, for example the starting node, must add a visited status
node takes the least number of hops.
to it. Start with the starting node pushed to the queue to get
the iteration going 2) Disadvantages:: Can be slow for larger grids and may
require significant amount of memory when executed.
3) Exploration:: Implement the pop front method from
the queue data structure interface.Next, clean the neighbor as F. DFS:
completed. Path Reconstruction: get the actual path, either
1) Advantages:: Does not necessarily have to be slower
keep track of a reference to the parent node for each node that
than BFS for a certain problem, and can sometimes even be
you visit, or if you are using the stack or queue data structure
faster.
for your implementation, record the path as you unwind the
call stack. The link between the target node and the start node 2) Disadvantages:: It may not identify the shortest path
is not lost, as the parent node pointers can easily restore the from the source node to the destination node. Very time
path. consuming: the worst case time complexity is very large if
there is a very dense graph or if it contains loops.
B. Depth-First Search (DFS):
1) Concept:: In worse case, DFS has to go down the tree
as far as it can and then come up again. Starting from the given
start node and choosing an unconstrained adjacent vertex. It
then proceeds as far as it possibly can through this neighbor
and if at any one time there are no other neighbors, which
have not been visited then stops. It then proceeds to the next
neighbor of the previous node that has not been visited before
then follows the To steps shown above.
2) Initialization:: Start with the node of initial interest
and explore each of the nodes connected to this node and
make this node also visited. From the above sequence, go to
2) Multi-Agent Pathfinding:: Check the procedures for
finding the path for multple agents at a time, possibility of
collisions and over all efficiency of the obtained solution.
3) Path Smoothing:: Lastly, a final refinement to add to
the problem is to ensure that the path looks more natural to
follow and easily to be negotiated by the agents.
4) Path Repair:: Suggest how it is possible to fix the path
when an environment changes, or when other obstacles
appear so that the agents would be able to recognise the
change.
5) Pathfinding on Different Grid Types:: However, in the
process of using the tool, it becomes apparent that
incorporating different types of grids such as hexagonal/
triangular based grids could be possible and as a result it
modifies the algorithms of path finding.
6) Support for Continuous Spaces:: Further develop the
tool for both discrete and continuous environments by given
pathfinding algorithms for continuous environments.
7) Comparative Analysis:: One new feature would be to
compare the movement with path finding strategies in terms
of time, space, and quality.
8) Data Visualization:: Introduce more representations
of the work done to represent the explorations of nodes, the
time taken and the path length.
9) Exporting Results:: Allow the generated mazes, paths
and other visualization data to be downloaded in a chosen
format by the users for analysis or presentation.
10) Educational Resources: : Some of the pathfinder
specific documents that should be accompanied with the
software include:articles, manuals, guidelines and examples
that can help potential users of the software in the
understanding of how pathfinder works.

REFERENCES
[1] Singh, Lukesh, et al. ”Research Paper on Path-finding Algorithm
Visualizer.” 2022 International Conference on Cyber Resilience (ICCR).
IEEE, 2022.
[2] Surti, Rohan, et al. ”NeoRoute: A Pathfinding Algorithm Visualizer.” 2023
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