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## Fast Grid-based Path Finding for Video Games

Citations: | 1 - 0 self |

### Citations

1523 |
A Formal Basis for the Heuristic Determination of Minimum Cost Paths
- Hart, Nilsson, et al.
- 1968
(Show Context)
Citation Context ...), and for storing computed paths. Per agent memory is memory consumed for each search agent. Fixed memory is memory consumed that is shared across multiple, concurrent path finding agents. 2.1 A* A* =-=[5]-=- is a common algorithm used for video game path finding as it has good performance characteristics and is straightforward to implement. A* paths are always optimal as long as the heuristic function is... |

36 |
Benchmarks for grid-based pathfinding.
- Sturtevant
- 2012
(Show Context)
Citation Context ...sed in PRA* [9]. The result is a path finding algorithm that uses less space than previous real-time algorithms while providing better paths than PRA* [9]. DBA* was evaluated on Dragon AgeTMmaps from =-=[10]-=- with average suboptimality less than 3% and requiring on average less than 200 KB of memory and between 1 and 10 seconds for pre-computation. 2 Background Grid-based path finding is an instance of a ... |

25 | Memory-efficient abstractions for pathfinding. In:
- Sturtevant
- 2007
(Show Context)
Citation Context .... 4 Implementation Example We describe the implementation using a running example. 4.1 Offline Abstraction The first step in offline pre-computation is abstracting the search space into sectors as in =-=[9]-=-. Depending on the size of the map, the map is divided into fixed-sized sectors (e.g. 16 x 16 or 32 x 32). Note that there is no restriction that the sector sizes be square or a power of 2. Each secto... |

19 | TBA*: Timebounded A*,”
- Bjornsson, Bulitko, et al.
- 2009
(Show Context)
Citation Context ...ial for faster response time. 2.3 Real-time Algorithms There have been several real-time algorithms proposed that guarantee a constant bound on planning time per action (response time) including TBA* =-=[1]-=-, D LRTA* [4], kNN LRTA* [3], and HCDPS [8]. TBA* is a time-sliced version of A* that exhibits the same properties as A* with the added ability to control response time and per move planning time. All... |

17 | Case-based subgoaling in real-time heuristic search for video game pathfinding.
- Bulitko, Bjornsson, et al.
- 2010
(Show Context)
Citation Context ...e commonly used in video games [9]. The limitation of these algorithms is that they must plan a complete (but possibly abstract) path before the agent can move. Real-time algorithms such as kNN LRTA* =-=[3]-=- and HCDPS [8] guarantee a constant bound on planning time, but these algorithms often require a considerable amount of pre-computation time and space. In this work, we propose a grid-based path findi... |

16 |
Ultra-fast Optimal Pathfinding without Runtime Search.
- Botea
- 2011
(Show Context)
Citation Context ...e able to use the subgoal tree to escape a heuristic depression. It is also possible to compute a solution to the all-pairs shortest path problem and store it in a compressed form. Algorithms such as =-=[2]-=- store for each pair of states the next direction or state to visit along an optimal path. Depending on the compression, it is possible to achieve perfect solutions at run-time very quickly with the c... |

16 | Dynamic control in real-time heuristic search
- Bulitko, Luštrek, et al.
- 2008
(Show Context)
Citation Context ...r response time. 2.3 Real-time Algorithms There have been several real-time algorithms proposed that guarantee a constant bound on planning time per action (response time) including TBA* [1], D LRTA* =-=[4]-=-, kNN LRTA* [3], and HCDPS [8]. TBA* is a time-sliced version of A* that exhibits the same properties as A* with the added ability to control response time and per move planning time. All of the other... |

8 | Real-time heuristic search with depression avoidance
- Hernández, Baier
- 2011
(Show Context)
Citation Context ...s region representatives were computed by averaging the rows and columns of all open states in the region. DBA* was run under all combinations of neighborhood level and grid size. LRTA* with subgoals =-=[7]-=- was also evaluated. Algorithms were tested using Java 6 under SUSE Linux 10 on an Intel Xeon E5620 2.4 GHz processor with 24 GB of memory. In the charts, each point in the plot represents an algorith... |

6 | Fast subgoaling for pathfinding via real-time search
- Hernández, Baier
- 2011
(Show Context)
Citation Context ...sults in minimal per agent memory use. HCDPS is faster than PRA* with improved path suboptimality, but its abstraction consumes more memory. 2.4 All-Pairs Shortest Path Algorithms LRTA* with subgoals =-=[6]-=- pre-computes a subgoal tree from each goal state where a subgoal is the next target state to exit a heuristic depression. Online, LRTA* will be able to use the subgoal tree to escape a heuristic depr... |

5 |
Database-driven real-time heuristic search in video-game pathfinding
- Lawrence, Bulitko
(Show Context)
Citation Context ...d in video games [9]. The limitation of these algorithms is that they must plan a complete (but possibly abstract) path before the agent can move. Real-time algorithms such as kNN LRTA* [3] and HCDPS =-=[8]-=- guarantee a constant bound on planning time, but these algorithms often require a considerable amount of pre-computation time and space. In this work, we propose a grid-based path finding algorithm c... |