| AbstractionSearchEnvironment | |
| algSpec | Specification of the algorithm |
| aStar | |
| aStar2 | A implementation of A* which just re-uses code from PRA* |
| aStarOld | A sample A* implementation |
| billiardBallUnit | A configurable billiard ball unit |
| bitVector | An efficient bit-wise vector implementation |
| CGPoint | |
| CGRect | |
| CGSize | |
| Cluster | |
| clusterAbstraction | Cluster abstraction for HPA* algorithm as described in (Botea,Mueller,Schaeffer 2004) |
| ClusterSearchEnvironment | |
| commandLineCallbackData | |
| corridorAStar | Corridor AStar builds a a* path between two nodes, restricting itself to a particular corridor, if defined |
| craStar | The pra* search algorithm which does partial pathfinding using abstraction |
| edge | Edge class for connections between node in a graph |
| clusterUtil::EdgeEqual | |
| clusterUtil::EdgeHash | |
| Entrance | |
| Experiment | Experiments stored by the ScenarioLoader class |
| extNode | Extended data for a node |
| GenericAStar | |
| GenericIDAStar | |
| graph | A generic graph class |
| graph_object | Parent class for nodes and edges allowing them to be stored in a heap or manipulated with other data structures |
| graphAbstraction | A generic class for basic operations on graph abstractions |
| GraphSearchEnvironment | |
| halfTile | |
| heap | A simple & efficient heap class which uses graph objects |
| heap2< OBJ, HashKey, EqKey, CmpKey > | |
| hpaStar | HPA* algorithm as described in (Botea,Mueller,Schaeffer 2004) |
| humanUnit | |
| joystickCallbackData | |
| keyboardCallbackData | |
| Koenigs | |
| Koenigs::ltNodePtr | |
| KoenigsGroup | |
| KoenigslevelData | PR LRTS unit data per level |
| KoenigsUnit | |
| labelValue | |
| loadedCliqueAbstraction | A loaded abstraction based on the reduction of cliques |
| LRTAStar | |
| LRTAStarGroup | |
| LRTAStarUnit | |
| Map | A tile-based representation of the world |
| mapAbstraction | This class is designed as an interface to be added onto any type of graphAbstraction to support a few extra functionalities that mapabstractions should have |
| mapCliqueAbstraction | A map abstraction based on the reduction of cliques |
| mapFlatAbstraction | |
| MapLineAbstraction | |
| MapOverlay | |
| mapProvider | An interface for any class that can provide a map & abstract map, as well as a heuristic for that map |
| mapQuadTreeAbstraction | |
| MapSearchEnvironment | |
| mouseCallbackData | |
| node | Nodes to be stored within a graph |
| nodeCopy | |
| AStar3Util::NodeEqual | |
| AStar3Util::NodeHash | |
| NodeLimitAbstraction | |
| patGroup | |
| path | A linked list of nodes which form a continuous path |
| pathRecord | |
| patPRLRTSk | |
| patrolUnit | |
| patUnit | |
| patUnitSimulation | |
| point3d | A point in 3d space |
| praStar | The pra* search algorithm which does partial pathfinding using abstraction |
| praStar2 | The pra* search algorithm which does partial pathfinding using abstraction |
| praStarUnit | A unit which caches path information to speed pra* |
| Prioritized | |
| Prioritized::ltNodePtr | |
| PrioritizedGroup | |
| PrioritizedlevelData | PR LRTS unit data per level |
| PrioritizedUnit | |
| PriorityQueue | Priority Queue class - it's not feasible, in our case, to use a heap for this because we want to keep the n 'best' states, and this is something that a heap doesn't efficiently allow for |
| PRLRTSk | |
| PRLRTSkGroup | |
| PRLRTSklevelData | PR LRTS unit data per level |
| PRLRTSkUnit | |
| QueueEntry | An entry into the queue keeps track of a pointer to some state as well as the deltaNeighbour of this state |
| radiusAbstraction | |
| randomerUnit | A unit that moves in random directions for every step |
| randomUnit | A unit that moves in random directions changing direction randomly |
| recCamera | |
| recColor | A color; r/g/b are between 0...1 |
| recContext | |
| recVec | A generic vector (essentially the same as a point, but offers normalization) |
| reservationProvider | |
| rewardSeekingUnit | |
| rewardUnit | |
| rhrUnit | A simple unit that attempts to follow walls using the right hand rule |
| ScenarioLoader | A class which loads and stores scenarios from files |
| searchAlgorithm | A generic algorithm which can be used for pathfinding |
| SearchEnvironment | |
| AStar3Util::SearchNode | |
| GenericAStarUtil::SearchNode | |
| GenericAStarUtil::SearchNodeCompare | |
| AStar3Util::SearchNodeCompare | |
| GenericAStarUtil::SearchNodeEqual | |
| AStar3Util::SearchNodeEqual | |
| GenericAStarUtil::SearchNodeHash | |
| AStar3Util::SearchNodeHash | |
| searchUnit | A general unit which collects path information from a searchAlgorithm and incrementally executes that path in the world |
| sharedAMapGroup | A group which incrementally builds a map of the world as the units in the group explore the graph |
| simulationInfo | |
| spreadExecSearchAlgorithm | |
| spreadPRAStar | |
| stat | |
| statCollection | For collecting stats across different parts of the simulation |
| statValue | |
| teleportUnit | A unit which randomly teleports around the world |
| TextBox | |
| Tile | |
| Timer | |
| Timer::CycleCounter | |
| timeStep | |
| unit | A unit is the basic object that moves and interacts in the unitSimulation |
| unitInfo | Private per-unit unitSimulation data |
| unitInfoCompare | |
| unitRaceSimulation | |
| unitSimulation | The basic simulation class for the world |