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Path-finding with Dijkstra's Algorithm

As we develop and advance in the Botball competition, the need arises to build more and more intelligent systems. Path-finding isn't only about reducing the repetitive work on programmers, but also allowing robots to make decisions on the fly. As an alternative to techniques such as line-following, or as an aid, path-finding can take advantage of the largely static Botball board layout. This paper seeks to describe a technique and example implementation by which a perfectly optimal, non-intersecting, easily navigable path can be found. In addition, this document outlines surrounding support systems for working with such paths, and putting things into practice.

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We used to use rubber in form of rubber -d pathfinding.tex, however rubber does not support biblatex, so instead, you should use latexmk, in the form of latexmk -pdf pathfinding.tex, which does the job.

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A Work in Progress Paper for GCER 2011

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