The JPS family of grid-based pathfinding algorithms can be improved with preprocessing methods such as Geometric Containers. However, such enhancements require a Dijkstra search for every node in the grid and the space and time costs of all this additional computation can be prohibitive. In this work we consider an alternative approach where we run Dijkstra only from every node where a jump point is located. We also compute and store geometric containers only for those outgoing edges which are consistent with the diagonal-first ordering in JPS. Since the number of jump points on a grid is usually much smaller than the total number of grid cells, we can save up to orders of magnitude of time and space. In addition to improving preprocessing ...
Artificial Intelligence (AI) techniques are utilized widely in the field of Expert Systems (ES) - as...
This paper presents a new pathfinding algorithm called the boundary iterative-deepening depth-first ...
The graph model is used widely for representing connected objects within a specific area. These obje...
Pathfinding is a common task across many domains and platforms, whether in games, robotics, or road ...
Jump Point Search (JPS) is a well known symmetry-breaking algorithm that can substantially improve p...
The ability to quickly compute shortest paths in 3D grids is a technological enabler for several app...
We describe a pathfinding system based on Jump Point Search (JPS): a recent and very successful sear...
We give online and offline optimisation techniques to improve the performance of Jump Point Search (...
Search speed, quality of resulting paths and the cost of pre-processing are the principle evaluation...
Pathfinding (or navigating) from A to B is a common problem in Computer Science with broad practical...
Pathfinding in uniform-cost grid environments is a problem commonly found in application areas such ...
Pathfinding in uniform-cost grid environments is a problem commonly found in application areas such ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In this paper, we define Jump Point Graphs (JP), a preprocessing-based path-planning technique simil...
Artificial Intelligence (AI) techniques are utilized widely in the field of Expert Systems (ES) - as...
This paper presents a new pathfinding algorithm called the boundary iterative-deepening depth-first ...
The graph model is used widely for representing connected objects within a specific area. These obje...
Pathfinding is a common task across many domains and platforms, whether in games, robotics, or road ...
Jump Point Search (JPS) is a well known symmetry-breaking algorithm that can substantially improve p...
The ability to quickly compute shortest paths in 3D grids is a technological enabler for several app...
We describe a pathfinding system based on Jump Point Search (JPS): a recent and very successful sear...
We give online and offline optimisation techniques to improve the performance of Jump Point Search (...
Search speed, quality of resulting paths and the cost of pre-processing are the principle evaluation...
Pathfinding (or navigating) from A to B is a common problem in Computer Science with broad practical...
Pathfinding in uniform-cost grid environments is a problem commonly found in application areas such ...
Pathfinding in uniform-cost grid environments is a problem commonly found in application areas such ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In many computer games up to hundreds of agents navigate in real-time across a dynamically changing ...
In this paper, we define Jump Point Graphs (JP), a preprocessing-based path-planning technique simil...
Artificial Intelligence (AI) techniques are utilized widely in the field of Expert Systems (ES) - as...
This paper presents a new pathfinding algorithm called the boundary iterative-deepening depth-first ...
The graph model is used widely for representing connected objects within a specific area. These obje...