In this paper, we investigate real-time path planning in static terrain, as needed in video games. We introduce the game time model, where time is partitioned into uniform time intervals, an agent can execute one movement during each time interval, and search and movements are done in parallel. The objective is to move the agent from its start location to its goal location in as few time intervals as possi-ble. For known terrain, we show experimentally that Time-Bounded A * (TBA*), an existing real-time search algorithm for undirected terrain, needs fewer time intervals than two state-of-the-art real-time search algorithms and about the same number of time intervals as A*. TBA*, however, can-not be used when the terrain is not known initial...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
Real-time heuristic search is a standard approach to pathfind- ing when agents are required to make ...
Path searching and mission planning are challenging problems in many domains such as war games, robo...
This paper summarizes our AAMAS 2012 paper on "Time-Bounded Adaptive A*," which introduces the game ...
Real-time heuristic search algorithms are used for planning by agents in situations where a constant...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
For problems such as pathfinding in video games and robotics, a search algorithm must be real-time (...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
Real-time search methods are suited for tasks in which the agent is interacting with an initially un...
Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that ...
In this paper, we study moving-target search, where an agent (= hunter) has to catch a moving target...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
Abstract. Real-time video games are a unique domain for pathfinding and search. Traditional approach...
xiaoxuns at usc.edu For problems such as pathfinding in video games and robotics, a search algorithm...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
Real-time heuristic search is a standard approach to pathfind- ing when agents are required to make ...
Path searching and mission planning are challenging problems in many domains such as war games, robo...
This paper summarizes our AAMAS 2012 paper on "Time-Bounded Adaptive A*," which introduces the game ...
Real-time heuristic search algorithms are used for planning by agents in situations where a constant...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
For problems such as pathfinding in video games and robotics, a search algorithm must be real-time (...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
Real-time search methods are suited for tasks in which the agent is interacting with an initially un...
Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that ...
In this paper, we study moving-target search, where an agent (= hunter) has to catch a moving target...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
Abstract. Real-time video games are a unique domain for pathfinding and search. Traditional approach...
xiaoxuns at usc.edu For problems such as pathfinding in video games and robotics, a search algorithm...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
Real-time heuristic search is a standard approach to pathfind- ing when agents are required to make ...
Path searching and mission planning are challenging problems in many domains such as war games, robo...