Video game pathfinding and improvements to discrete search on grid-based maps

作者: Bobby Anguelov

DOI:

关键词:

摘要: The most basic requirement for any computer controlled game agent in a video is to be able successfully navigate the environment. Pathfinding an essential component of navigation system. is, at simplest level, search technique finding route between two points real-time multi-agent nature games places extremely tight constraints on pathfinding problem. This study aims provide first complete review current state both regards graph algorithms employed as well implications within dynamic environments. Furthermore this thesis presents novel work form domain specific algorithm use grid-based maps: spatial grid A* which shown offer significant improvements over intended domain.

参考文章(75)
Yngvi Björnsson, Robert C. Holte, Markus Enzenberger, Jonathan Schaeffer, Fringe Search: Beating A* at Pathfinding on Game Maps. computational intelligence and games. ,(2005)
Dennis McGrath, Mark Ryan, Doug Hill, Simulation Interoperability with a Commercial Game Engine ,(2005)
Stuart Russell, Efficient memory-bounded search methods european conference on artificial intelligence. pp. 1- 5 ,(1992)
Nathan R. Sturtevant, Robert Geisberger, A comparison of high-level approaches for speeding up pathfinding national conference on artificial intelligence. pp. 76- 82 ,(2010)
Yngvi Björnsson, Vadim Bulitko, kNN LRTA*: simple subgoaling for real-time search national conference on artificial intelligence. pp. 2- 7 ,(2009)
Xiaoxun Sun, Sven Koenig, William Yeoh, Po-An Chen, Simple optimization techniques for A*-based search adaptive agents and multi agents systems. pp. 931- 936 ,(2009)
Nathan R. Sturtevant, Yngvi Björnsson, Vadim Bulitko, On learning in agent-centered search adaptive agents and multi-agents systems. pp. 333- 340 ,(2010) , 10.5555/1838206.1838253
Mitja Luštrek, Yngvi Björnsson, Vadim Bulitko, Jonathan Schaeffer, Sverrir Sigmundarson, Dynamic control in path-planning with real-time heuristic search international conference on automated planning and scheduling. pp. 49- 56 ,(2007)
Yngvi Björnsson, Kári Halldórsson, Improved heuristics for optimal pathfinding on game maps national conference on artificial intelligence. pp. 9- 14 ,(2006)
Jeff Orkin, Agent architecture considerations for real-time planning in games national conference on artificial intelligence. pp. 105- 110 ,(2005)