[Community Puzzle] Jump Point Search - Runtime

Thank you for the feedback.

I tried to solve this puzzle and came up facing the exact same issues.

I was so upset that I fixed the stuff myself.

  • The heuristics to use is now given in the statement. Hopefully, the octile distance was the intended one… at least, this is the one I use to achieve 100%.

  • givenCost is now computed correctly, with a max as you mentioned.

  • I have added the closed list, so that a node is never revisited.

  • When providing an invalid node, the referee will give a correct node in the error message.

  • Unfortunately, this final point can’t be fixed easily. What we should do is providing some input each turn. But there is nothing significant to provide. :frowning:

EDIT: @R2B2: Let me know if you still encounter some issues.

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