I'm currently doing a project using Webots to create a 3d simulation world - a container terminal yard whereby multiple robots(AGVs) reach their designated destination to load/unload containers.
Here's a glimpse of what I've been doing for the past few weeks.
http://www.youtube.com/watch?v=Rt6NlGP9wpA
The round bubbles you see act as a wireless range to send directions to the AGVs.
Seeing some similar threads on shortest path algorithm like Dijkstra or A* Algorithms, I'm pretty sure it can be done but i was hoping if anyone could perhaps provide some insights whether it's possible? and which algorithm is preferred to use?
Thanks and Regards
Given your clarifications, you need to choose your game here. The most straightforward solution is indeed running a Dijkstra algorithm and building the shortest paths from any waypoint to any other waypoint (this means a single algorithm run for each possible source point). Note however that this is only done once (at least until some waypoint is moved or removed). By the way A* isn't related here, it's intended to run on decision/game trees and find min/max optimal path (max benefit for you, min for the opponent), that's a different story. Another alternative is to run Floyd–Warshall which find all paths in a single run.
Anyway, once you ran that, you can keep for each waypoint a table, saying what is the next node in the shortest path for each destination waypoint. You don't need to entire path, just the next vertice. Once the robot gets there, it's told where to go next. This is basically the same thing done in most network routing algorithms.
Now, if you want to showcase how the robots are working, you could make them run this algorithm online and calculate the paths for themselves, but then the communication with the waypoints is rather pointless.
Either way, looks like you're having some fun coming your way, enjoy :-)