Fig. 15From: A second-order dynamic and static ship path planning model based on reinforcement learning and heuristic search algorithmsPath planning results of traditional A* algorithm. The experimental results of the traditional A* algorithm are shown in this figure. We can observe that the traditional A* algorithm can avoid all static obstacles well, and the path length is optimal. However, it is difficult for traditional A* algorithm to effectively avoid the straight ships whose position changes dynamically in each round, resulting in the collision between the give-way ship and the direct-sailing ship at the yellow signBack to article page