Dijkstra's Shortest Path for 6, 18, and 26-Connected 3D (Volumetric) Image Volumes
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Updated
Aug 19, 2026 - 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!
This is the repository for the paper "On Parallel External-Memory Bidirectional Search"
A toy project where I play around with automatic solving of rubiks cubes using bidirectional breadth first search
Solving 8-puzzle problem
Bidirectional Multi-Heuristic Search for Kinematic-Aware Ground Vehicles
Solutions to google foo.bar challenge.
Bidirectional BFS in Golang for fewest-hops paths (i.e. unweighted shortest paths)
Course by University of California San Diego on Algorithms on Graphs
A high-performance 3D maze simulation featuring 9 AI pathfinding algorithms, real-time OpenGL visualization, and multi-agent navigation.
a simple robot to hold butter to customer on table
Smart Vacuum Cleaner Agent
All solutions to the problems in the "Graph Theory I" study plan on LeetCode.
C++20 routing and graph optimization engine — Dijkstra, A*, bidirectional search, ALT landmark preprocessing, dynamic edge updates, LRU route cache, VRP baselines, 2-opt local search, versioned routing service, in-process REST adapter. All 8 phases complete.
Bidirectional A* terrain planner built in parallel Python and Rust implementations; generates synthetic heightmaps, enforces slope limits, and produces path overlays with optional search GIFs.
This is the repository for the paper "On the Impact of Direction-Selection in BAE*"
Porjects for Algorithmic Techniques for Artificial Intelligence
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