Dijkstra's Shortest Path for 6, 18, and 26-Connected 3D (Volumetric) Image Volumes
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Updated
Nov 5, 2025 - C++
Dijkstra's Shortest Path for 6, 18, and 26-Connected 3D (Volumetric) Image Volumes
Solve scrambled 2x2x2 Rubik’s Cubes in under a second using BFS
CIT-316 (Artificial Intelligence Sessional)
Implemented reinforcement learning algorithms, including Value-Iteration and Q-Learning, for a 2D grid world Markov Decision Process resembling a Pac-man game. Also applied the Mini-Max algorithm and common path-planning techniques such as A*, Dijkstra, and bidirectional search.
A browser game where pathfinding algorithms race against each other!
A toy project where I play around with automatic solving of rubiks cubes using bidirectional breadth first search
Solving 8-puzzle problem
Solutions to google foo.bar challenge.
a simple robot to hold butter to customer on table
Bidirectional BFS in Golang for fewest-hops paths (i.e. unweighted shortest paths)
A high-performance 3D maze simulation featuring 9 AI pathfinding algorithms, real-time OpenGL visualization, and multi-agent navigation.
All solutions to the problems in the "Graph Theory I" study plan on LeetCode.
Smart Vacuum Cleaner Agent
Course by University of California San Diego on Algorithms on Graphs
This is the repository for the paper "On the Impact of Direction-Selection in BAE*"
Porjects for Algorithmic Techniques for Artificial Intelligence
Visualizations of several most popular pathfinding algorithms (Dijkstra's algorithm, A* search etc.)
🚀 Dive into an interactive Pathfinding Visualizer! 🎯 Explore A*, Dijkstra, BFS, DFS, and more with dynamic visuals. Drag, drop, and design your grid, build mazes, and watch algorithms in action!
This is the repository for the paper "On Parallel External-Memory Bidirectional Search"
This is the repository for the papers "Front-to-End Bidirectional Heuristic Search with Consistent Heuristics: Enumerating and Evaluating Algorithms and Bounds" and "Bridging Theory and Practice in Bidirectional Heuristic Search with Front-to-End Consistent Heuristics"
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