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Taking Learning Out of Real-Time Heuristic Search for Video-Game Pathfinding

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 6464))

Abstract

Real-time heuristic search algorithms are useful when the amount of time or memory resources are limited or a rapid response time is required. An example of such a problem is pathfinding in video games where numerous units may be simultaneously required to react promptly to player’s commands. Classic real-time heuristic search algorithms cannot be deployed due to their obvious state-revisitation (“scrubbing”). Recent algorithms have improved performance by using a database of pre-computed subgoals. However, a common issue is that the pre-computation time can be large, and there is no guarantee that the pre-computed data adequately covers the search space. In this work, we present a new approach that guarantees coverage by abstracting the search space using the same algorithm that performs the real-time search. It reduces the pre-computation time via the use of dynamic programming. The new approach has a fast move time and eliminates learning and “scrubbing”. Experimental results on maps of millions of cells show significantly faster execution times compared to previous algorithms.

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Lawrence, R., Bulitko, V. (2010). Taking Learning Out of Real-Time Heuristic Search for Video-Game Pathfinding. In: Li, J. (eds) AI 2010: Advances in Artificial Intelligence. AI 2010. Lecture Notes in Computer Science(), vol 6464. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-17432-2_41

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  • DOI: https://doi.org/10.1007/978-3-642-17432-2_41

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-17431-5

  • Online ISBN: 978-3-642-17432-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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