Skip to main content

A New Way to Find Way Using Depth Direction A*

  • Conference paper
  • First Online:
Advances in Data and Information Sciences

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 38))

  • 762 Accesses

Abstract

The paper presents a review on a new algorithm for path finding, namely Depth Direction A* Algorithm, which uses linear graph theory in collaboration with A* Algorithm. The algorithm increases the efficiency of A* Algorithm for avoiding obstacles and finding the path of minimum distance to its goal in any map. Further, the path is more naturalistic, data structure requires less number of nodes for expansion and computation, and less memory is required. To prove this, we compare the results obtained by using various pathfinding algorithms such Dijkstra’s, BFS, DFS, A*, and Depth Direction A*.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Educational Overview of AI (1997) The history of artificial intelligence

    Google Scholar 

  2. Hu J, Wan WG, Yu X (2012) A pathfinding algorithm in real-time strategy game based on unity3D

    Google Scholar 

  3. Padmanabhan V, Goud P, Pujari AK, Sethy H (2015) Learning in real-time strategy games. In: 2015 14th international conference on information technology

    Google Scholar 

  4. Ng PHF, Li YJ, Shiu SCK (2011) Unit formation planning in RTS game by using potential field and fuzzy integral. In: 2011 IEEE international conference on fuzzy systems

    Google Scholar 

  5. Khantanapoka K, Chinnasarn K (2009) Pathfinding of 2D & 3D game real-time strategy with depth direction A* algorithm for multi-layer. In: Eighth international symposium on natural language processing

    Google Scholar 

  6. Yang C-W, Lee T-H, Huang C-L, Hsu K-S (2016) Unity 3D production and environmental perception vehicle simulation platform. IEEE-ICAMSE

    Google Scholar 

  7. Angel D (2015) A breadth first search approach for minimum vertex cover of grid graphs. In: IEEE sponsored 9th international conference on intelligent systems and control (ISCO)

    Google Scholar 

  8. Tarjan R. “DEPTH-FIRST SEARCH .ANI) LmEAR GRAm ALGORITHMS

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Prashant Udawant .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Singh, A., Agrawal, A., Patil, P., Pal, P., Udawant, P. (2018). A New Way to Find Way Using Depth Direction A*. In: Kolhe, M., Trivedi, M., Tiwari, S., Singh, V. (eds) Advances in Data and Information Sciences. Lecture Notes in Networks and Systems, vol 38. Springer, Singapore. https://doi.org/10.1007/978-981-10-8360-0_18

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-8360-0_18

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-8359-4

  • Online ISBN: 978-981-10-8360-0

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics