One of the main challenges in video games is to compute paths as efficiently as possible for groups of agents. As both the size of the environments and the number of autonomous agents increase, it becomes harder to obtain results in real time under the constraints of memory and computing resources. Hierarchical approaches, such as HNA* (Hierarchical A* for Navigation Meshes) can compute paths more efficiently, although only for certain configurations of the hierarchy. For other configurations, the method suffers from a bottleneck in the step that connects the Start and Goal positions with the hierarchy. This bottleneck can drop performance drastically. In this paper we present two approaches to solve the HNA* bottleneck and thus obtain a pe...
Path planning is a central topic in games and other research areas, such as robotics. Despite this, ...
Today\u27s computer games have thousands of agents moving at the same time in areas inhabited by a l...
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...
In this work, we describe a Parallel Hierarchical A* (PHA*) for path-finding in real-time using the ...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
In this work, we describe a simple and powerful method to implement real-time multi-agent path-findin...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
We propose a new hierarchical path finding solution for large environments. We use a navigation mesh...
Multi-agent path planning on grid maps is a challenging problem and has numerous real-life applicati...
Pathfinding is the technique of finding a sequence of moves, forming a continuous path, to reach a g...
This paper presents a GPU-based wave-front propagation technique for multi-agent path planning in ex...
AbstractIn this work, we describe a simple and powerful method to implement real-time multi-agent pa...
Path planning is a central topic in games and other research areas, such as robotics. Despite this, ...
Today\u27s computer games have thousands of agents moving at the same time in areas inhabited by a l...
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due...
Path-finding can become an important bottleneck as both the size of the virtual environments and the...
In this work, we describe a Parallel Hierarchical A* (PHA*) for path-finding in real-time using the ...
Path finding is a common problem in computer games. Most videogames require to simulate thousands or...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
In this work, we describe a simple and powerful method to implement real-time multi-agent path-findin...
In 2004, Botea et al. published the HPA* algorithm (Hierarchical Pathfinding A*), which is the first...
We propose a new hierarchical path finding solution for large environments. We use a navigation mesh...
Multi-agent path planning on grid maps is a challenging problem and has numerous real-life applicati...
Pathfinding is the technique of finding a sequence of moves, forming a continuous path, to reach a g...
This paper presents a GPU-based wave-front propagation technique for multi-agent path planning in ex...
AbstractIn this work, we describe a simple and powerful method to implement real-time multi-agent pa...
Path planning is a central topic in games and other research areas, such as robotics. Despite this, ...
Today\u27s computer games have thousands of agents moving at the same time in areas inhabited by a l...
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due...