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Challenge in NXT 
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Post Challenge in NXT
If anyone have an idea how to resolve this problem post in here.


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Last edited by lololol on Sat Nov 07, 2009 8:54 pm, edited 4 times in total.

Fri Oct 30, 2009 8:24 am
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Post Re: Challenge in NXT
Is this a home work assignment?

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Fri Oct 30, 2009 9:19 am
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Post Re: Challenge in NXT
mightor wrote:
Is this a home work assignment?



No, just a challenge for the ones who likes programming.


Mon Nov 02, 2009 3:38 pm
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Post Re: Challenge in NXT
Better question, who translated the image, because it's a really bad translation (at least I assume it's a translation).

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using namespace System;
using namespace Genius;
using namespace Personality;
public ref class Nerd : Geek, IAnserable
{
    Geek::Type brainMode = Geek::Type::Programmer;
}


Mon Nov 02, 2009 6:18 pm
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Post Re: Challenge in NXT
It involves screaming robots, that could be fun.

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Tue Nov 03, 2009 2:52 am
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Post Re: Challenge in NXT
How exactly does a robot scream? :D

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Captain, Head programmer, School of the Arts, Silverbots Robtics Team #2890
Code:
using namespace System;
using namespace Genius;
using namespace Personality;
public ref class Nerd : Geek, IAnserable
{
    Geek::Type brainMode = Geek::Type::Programmer;
}


Tue Nov 03, 2009 3:17 pm
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Post Re: Challenge in NXT
Atlantisbase wrote:
How exactly does a robot scream? :D


That's stays a criterion of each person imagination, but you can make him:
-plays a sound
-play a song
-or even really screaming


Tue Nov 03, 2009 8:38 pm
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Post Algorithm A-Star(A*)
I suggest to use the algorithm A-Star(A*).

Path Scoring:
-the key to determining which squares to use when figuring out the path is the following equation:
-> F = G + H

where

* G = the movement cost to move from the starting point A to a given square on the grid, following the path generated to get there.
* H = the estimated movement cost to move from that given square on the grid to the final destination, point B. This is often referred to as the heuristic, which can be a bit confusing. The reason why it is called that is because it is a guess. We really don’t know the actual distance until we find the path, because all sorts of things can be in the way (walls, water, etc.).



ps: This algorithm behaviour is in the following web pages (http://www.policyalmanac.org/games/aStarTutorial.htm) (http://www.youtube.com/watch?v=o44jJQxMDgY).


Last edited by lololol on Mon Nov 09, 2009 8:35 am, edited 2 times in total.



Sat Nov 07, 2009 7:04 pm
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Post Pseudo-code A*
create the open list of nodes, initially containing only our starting node
create the closed list of nodes, initially empty
while (we have not reached our goal)
{
consider the best node in the open list (the node with the lowest f value)
if (this node is the goal)
{ then we're done }
else {
move the current node to the closed list and consider all of its neighbors
for (each neighbor) {
if (this neighbor is in the closed list and our current g value is lower)
{
update the neighbor with the new, lower, g value
change the neighbor's parent to our current node
}
else if (this neighbor is in the open list and our current g value is lower)
{
update the neighbor with the new, lower, g value
change the neighbor's parent to our current node
}
else this neighbor is not in either the open or closed list
{add the neighbor to the open list and set its g value}
}
}
}



ps: for more details (viewtopic.php?f=15&t=456)


Mon Nov 09, 2009 8:30 am
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