Abstract- The A * algorithm is the de facto standard used for pathfinding search. IDA * is a space-efficient version of A*, but it suffers from cycles in the search space (the price for using no storage), repeated visits to states (the overhead of iterative deepening), and a simplistic leftto-right traversal of the search tree. In this paper, the Fringe Search algorithm is introduced, a new algorithm inspired by the problem of eliminating the inefficiencies with IDA*. At one extreme, the Fringe Search algorithm expands frontier nodes in the exact same order as IDA*. At the other extreme, it can be made to expand them in the exact same order as A*. Experimental results show that Fringe Search runs roughly 10-40% faster than highly-optimized ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
Pathfinding is a central topic in AI for games, with many approaches having been suggested. But com...
In this paper, we develop Fringe-Saving A* (FSA*), an incremental version of A * that repeat-edly fi...
Incremental search algorithms reuse information from previous searches to speed up the current searc...
Fringe-Saving A * is an incremental version of A * that re-peatedly finds shortest paths from a fixe...
Fringe-Saving A * is an incremental version of A * that re-peatedly finds shortest paths from a fixe...
Moving target search is important for robotics applications where unmanned ground vehicles (UGVs) ha...
ABSTRACT Moving target search is important for robotics applications where unmanned ground vehicles ...
Incremental search algorithms, such as Generalized Fringe-Retrieving A * and D * Lite, reuse search ...
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning....
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
As computer game worlds get more elaborate the more visible pathnding performance bottlenecks become...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
Pathfinding is a central topic in AI for games, with many approaches having been suggested. But com...
In this paper, we develop Fringe-Saving A* (FSA*), an incremental version of A * that repeat-edly fi...
Incremental search algorithms reuse information from previous searches to speed up the current searc...
Fringe-Saving A * is an incremental version of A * that re-peatedly finds shortest paths from a fixe...
Fringe-Saving A * is an incremental version of A * that re-peatedly finds shortest paths from a fixe...
Moving target search is important for robotics applications where unmanned ground vehicles (UGVs) ha...
ABSTRACT Moving target search is important for robotics applications where unmanned ground vehicles ...
Incremental search algorithms, such as Generalized Fringe-Retrieving A * and D * Lite, reuse search ...
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning....
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
As computer game worlds get more elaborate the more visible pathnding performance bottlenecks become...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
Pathfinding is a central topic in AI for games, with many approaches having been suggested. But com...