xiaoxuns at usc.edu For problems such as pathfinding in video games and robotics, a search algorithm must be real-time (return the next move within a fixed time bound) and dynamic (accom-modate edge costs that can increase and decrease before the goal is reached). Existing real-time search algorithms, such as LSS-LRTA*, can handle edge cost increases but do not handle edge cost decreases. Existing dynamic search algo-rithms, such as D * Lite, are not real-time. We show how these two families of algorithms can be combined using bidi-rectional search, producing Real-Time D * (RTD*), the first real-time search algorithm designed for dynamic worlds. Our empirical evaluation shows that, for dynamic grid pathfind-ing, RTD * results in significant...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
In this paper, we investigate real-time path planning in static terrain, as needed in video games. W...
Path searching and mission planning are challenging problems in many domains such as war games, robo...
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...
In this paper we propose a real-time search algorithm called Real-Time Target Evaluation Search (RTT...
Real-time path search is the problem of searching a path from a starting point to a goal point in re...
Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that ...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
The A * algorithm works well for problems where the solution can be computed offline. In the real ti...
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action,...
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action,...
Real-time heuristic search is a standard approach to pathfind- ing when agents are required to make ...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
In this paper, we investigate real-time path planning in static terrain, as needed in video games. W...
Path searching and mission planning are challenging problems in many domains such as war games, robo...
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...
In this paper we propose a real-time search algorithm called Real-Time Target Evaluation Search (RTT...
Real-time path search is the problem of searching a path from a starting point to a goal point in re...
Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that ...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
The A * algorithm works well for problems where the solution can be computed offline. In the real ti...
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action,...
Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action,...
Real-time heuristic search is a standard approach to pathfind- ing when agents are required to make ...
Real-time heuristic search is a standard approach to pathfind-ing when agents are required to make d...
In this paper, we investigate real-time path planning in static terrain, as needed in video games. W...
Path searching and mission planning are challenging problems in many domains such as war games, robo...