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Fast, type-safe utilities for vector embedding comparison and search.
Enter your traits, and the Choixpeau will assign you to your Hogwarts house
Solves the 8puzzle problem using A* algorithm
Raku package for the computation of various distance functions.
Draws gradients on images based on distance from any pixel of a chosen colour
Functions for generating Voronoi diagrams with alternate metrics.
Another implementation of the game 15 puzzle. But you can get a hint if you stuck.
k-Nearest Neighbors algorithm from scratch.
Agent Shipping simulates two delivery agents navigating a dynamic 4x4 grid using A* for pathfinding and LLMs (Gemma, Llama) for smart moves, collision avoidance, compares model performance, handles deadlocks, and generates CSV reports and graphs automatically.
The classic 8-Puzzle challenge: Human vs. AI! This project features an AI solver (Best-First Search with Manhattan distance) and a Tkinter GUI that visualizes its steps. A volunteer can initialize the AI solver alongside a human's manual attempt. The "Stop" button allows the volunteer to declare the human the winner if they solve it before the AI.
Path Finding Algorithms
This project compares k-NN performance using different distance metrics. Euclidean, Manhattan, and Minkowski achieved 100% accuracy, making them ideal for numerical data. Cosine Similarity performed well (93.33%), while Hamming and Jaccard were ineffective (33.33%).
This project uses the K-Nearest Neighbors algorithm to classify individuals into gender categories based on their physical attributes. It assesses the model's performance across different configurations and feature sets.
Linear Algebra project from TripleTen
A Python script to solve the 8-puzzle problem using BFS, DFS, and A* search algorithms. Compare their performance with detailed metrics like iterations, runtime, and solution path length. Includes practical insights into algorithm behavior and efficiency.
Solving the sliding tiles puzzled using bdf, iddfs, gbfs and a*
A multi-threaded calculation for Highest Above Nearest Drainage (HAND) values for a given graph data based on Digital Elevation Model (DEM) flow accumulation results.
An implementation of an A* Informed Search Algorithm for solving the N-Puzzle problem, using several heuristic functions, written in C
This Java-based GUI program lets users generate and solve mazes. It employs the Depth-First Search (DFS) algorithm for maze generation and A* algorithm with Manhattan distance heuristic for solving. The program provides a visual representation of the maze, allowing users to visualize the process of maze creation and solving.
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