Abstract. Real-time video games are a unique domain for pathfinding and search. Traditional approaches to search have usually assumed static worlds with a single agent. But, in real-time video games there are multiple cooperative and adversarial agents. While the search space in most games is relatively small, algorithms are expected to plan in mere milliseconds. Thus, techniques such as abstraction are needed to effectively reason and act in these worlds. We provide an overview of the research we have completed in this area, as well as areas of current and future work.
Strategy video games challenge AI agents with their combinatorial search space caused by complex gam...
Real-time heuristic search algorithms that precompute search space-specific databases have demonstra...
This paper proposes a performance optimization for search-based path-planning simulations with the a...
From an academic perspective there has been a lot of work on using state abstraction to speed path p...
This chapter arises from the discussions of an experienced international group of researchers intere...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
In this paper, we investigate real-time path planning in static terrain, as needed in video games. W...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
This chapter arises from the discussions of an experienced international group of researchers intere...
Action abstractions restrict the number of legal actions available during search in multi-unit real-...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer g...
Large real-time search problems such as path-finding in com-puter games and robotics limit the appli...
Strategy video games challenge AI agents with their combinatorial search space caused by complex gam...
Real-time heuristic search algorithms that precompute search space-specific databases have demonstra...
This paper proposes a performance optimization for search-based path-planning simulations with the a...
From an academic perspective there has been a lot of work on using state abstraction to speed path p...
This chapter arises from the discussions of an experienced international group of researchers intere...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
Pathfinding in computer games has been investigated for many years. It is probably the most popular ...
In this paper, we investigate real-time path planning in static terrain, as needed in video games. W...
Abstract. Real-time heuristic search algorithms are useful when the amount of time or memory resourc...
This chapter arises from the discussions of an experienced international group of researchers intere...
Action abstractions restrict the number of legal actions available during search in multi-unit real-...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer g...
Large real-time search problems such as path-finding in com-puter games and robotics limit the appli...
Strategy video games challenge AI agents with their combinatorial search space caused by complex gam...
Real-time heuristic search algorithms that precompute search space-specific databases have demonstra...
This paper proposes a performance optimization for search-based path-planning simulations with the a...