Forgive me if the issue has already been resolved in a previous post but I don't really see the point of the FTL charts.
They're the baseline for the jumppoint system that's going to be implemented in version 0.7, so nothing that is of immediate concern or use to you
Naah, the TSP is finding the cheapest route that visits all the stars to sell your warez, right now you're talking about pathfinding - a single vertex-to-vertex route. A* algorithm is reasonably good for that.
Yeah, it's not really a TSP. The similarity to a pathfinding problem is large, but not quite the same, as the connection between the vertices changes with every vertice you advance, i.e. you can't use a "best-first" aproach (at least not on short distances, the problem gets somewhat different on long distances, since the nodes are not even known and the generator has to generate them first) because there's not really a way to tell which the best is, as the distance between the nodes is only relevant insofar as it shows wheather or not there is actually a connection between them. A route of two jumps that carry you over hundreds of lightyears is more efficient than a route of 3 jumps that take you to the target on a straight path.
After thinking about it some more, I think it will be most efficient (for short distances) to have a branching model progressing simultaniously from the origin and from the target, searching for matches of connectible vertices in the results. As soon as there is a match found in the branch originating at the point of origin and the branch originating at the target, the task is finished. I won't even run into a halting problem since the number of vertices in current memory is limited (to a maximum of 27'000), so as soon as there are none left that haven't been incorporated into a branch, the short distance solution has failed.
For the long distance solution, The key should be finding nodes that allow for long jumps. The locations where they can potentially be located is more or less limited, but since those locations and their nodes all have to be generated first it'll still be a whole lot of number crunching. Reducing the tolerance on the distances would lead to a cmore closely defined search area, but would also make it less probable to find an actual connection. Calculating long distance jumps will be a rather costly undertaking processor-wise any way you turn it, For higher mass-classes there might be millions of nodes that have to be created and checked.
Once a convienient long jump has been found, reaching those from the origin and the target will be done with the short range solution, or, if those nodes are still too far away from those points, with another long-jump solution in between, that will at least be a lot more limited in area.
The short-range solution promises to find the most efficient route (one of thos that require the least jumps) pretty fast, but I have no idea how the long-range solution will perform...