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Wegfindung

Wegfindung, also known as pathfinding, is the computational process of determining an optimal route between two points within a defined space. The problem is typically modeled as a graph, where nodes represent locations and edges represent traversable connections with associated costs such as distance, time, or energy consumption. An optimal path minimizes a chosen cost function, often the sum of edge weights, while satisfying constraints like obstacle avoidance or dynamic changes in the environment.

Various algorithms address the Wegfindung problem. Classical approaches include Dijkstra’s algorithm, which guarantees the shortest path

Applications of Wegfindung span many fields. In robotics, autonomous agents rely on pathfinding to navigate indoor

Research continues to improve scalability, adaptivity, and robustness of pathfinding methods, particularly for real‑time operation in

on
graphs
with
non‑negative
edge
weights,
and
the
Bellman‑Ford
algorithm,
which
also
handles
negative
weights.
Heuristic
methods
such
as
A*
combine
Dijkstra’s
search
with
an
admissible
estimate
of
remaining
distance,
greatly
reducing
computation
time
in
large
or
partially
known
spaces.
More
recent
techniques
employ
probabilistic
roadmaps,
rapidly‑exploring
random
trees,
or
machine‑learning
models
that
predict
feasible
routes
from
prior
experience.
or
outdoor
environments
while
reacting
to
dynamic
obstacles.
Video
games
use
it
to
control
non‑player
characters
and
to
generate
realistic
movement.
Geographic
information
systems
employ
it
for
route
planning
in
transportation
networks,
and
logistics
systems
optimize
delivery
schedules
using
similar
principles.
complex,
uncertain,
or
multi‑agent
scenarios.