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Kyle Walsh and Bikramjit Banerjee. Fast A* with iterative resolution for navigation. International Journal on Artificial Intelligence Tools, 19(1):101–119, World Scientific Publishing, 2010.
We argue that A*, the popular technique for path-finding for NPCs in games, suffers from three limitations that are pertinent to game worlds: (a) the grid maps often restrict the optimality of the paths, (b) A* paths exhibit wall-hugging behavior, and (c) optimal paths are more predictable. We present a new algorithm, VRA*, that varies map-resolution as needed, and repeatedly calls A*. We also present an extension of an existing post-smoothing technique, and show that these two techniques together produce more realistic looking paths than A*, that overcome the above limitations, while using significantly less memory and time than A*.
@Article{Walsh10:Fast, author = {Kyle Walsh and Bikramjit Banerjee}, title = {Fast {A}* with iterative resolution for navigation}, journal = {International Journal on Artificial Intelligence Tools}, year = {2010}, volume = {19}, number = {1}, pages = {101--119}, publisher = {World Scientific Publishing}, abstract = {We argue that A*, the popular technique for path-finding for NPCs in games, suffers from three limitations that are pertinent to game worlds: (a) the grid maps often restrict the optimality of the paths, (b) A* paths exhibit wall-hugging behavior, and (c) optimal paths are more predictable. We present a new algorithm, VRA*, that varies map-resolution as needed, and repeatedly calls A*. We also present an extension of an existing post-smoothing technique, and show that these two techniques together produce more realistic looking paths than A*, that overcome the above limitations, while using significantly less memory and time than A*.}, }
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