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@@ -28,4 +28,4 @@ On top of the pathfinding algorithms listed above, I implemented a **Recursive D
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The Swarm Algorithm is an algorithm that I - at least presumably so (I was unable to find anything close to it online) - co-developed with a good friend and colleague, Hussein Farah. The algorithm is essentially a mixture of Dijkstra's Algorithm and A* Search; more precisely, while it converges to the target node like A* , it still explores quite a few neighboring nodes surrounding the start node like Dijkstra's. The algorithm differentiates itself from A* through its use of heuristics: it continually updates nodes' distance from the start node while taking into account their estimated distance from the target node. This effectively "balances" the difference in total distance between nodes closer to the start node and nodes closer to the target node, which results in the triangle-like shape of the Swarm Algorithm. We named the algorithm "Swarm" because one of its potential applications could be seen in a video-game where a character must keep track of a boss with high priority (the target node), all the while keeping tracking of neighboring enemies that might be swarming nearby.
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## Inspired From The Work Of [Clément Mihailescu](https://github.com/clementmihailescu) and 70% credit goes to him. I have refined his code and removed some of the Bugs
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**Inspired From The Work Of [Clément Mihailescu](https://github.com/clementmihailescu) and 70% credit goes to him. I have refined his code and removed some of the Bugs.**

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