Pathfinding systems that operate on regular grids are common in the AI literature and often used in real-time video games. Typical speed-up enhancements include reducing the size of the search space using abstraction, and building more informed heuristics. Though effective each of these strategies has shortcomings. For example, pathfinding with abstraction usually involves trading away optimality for speed. Meanwhile, improving on the accuracy of the well known Manhattan heuristic usually requires significant extra memorWe present a different kind of speedup technique based on the idea of identifying and eliminating symmetric path segments in 4-connected grid maps (which allow straight but not diagonal movement). Our method identifies recta...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...
Pathfinding (or navigating) from A to B is a common problem in Computer Science with broad practical...
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 explore a symmetry-based search space reduction technique which can speed up optima...
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning....
TRANSIT is a fast and optimal technique for computing shortest path costs in road networks. It is at...
In 4-connected grid-based path planning one often needs to account for temporal and moving obstacles...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
We explore a symmetry-based reformulation technique which can speed up optimal pathfinding on undire...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
We argue that A*, the popular technique for path-finding for NPCs in games, suffers from three limit...
Artificial Intelligence (AI) techniques are utilized widely in the field of Expert Systems (ES) - as...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...
Pathfinding (or navigating) from A to B is a common problem in Computer Science with broad practical...
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 explore a symmetry-based search space reduction technique which can speed up optima...
Pathfinding is important in many applications, including games, robotics and GPS itinerary planning....
TRANSIT is a fast and optimal technique for computing shortest path costs in road networks. It is at...
In 4-connected grid-based path planning one often needs to account for temporal and moving obstacles...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
We explore a symmetry-based reformulation technique which can speed up optimal pathfinding on undire...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
We argue that A*, the popular technique for path-finding for NPCs in games, suffers from three limit...
Artificial Intelligence (AI) techniques are utilized widely in the field of Expert Systems (ES) - as...
The problem of path-finding in commercial computer games has to be solved in real time, often under ...
We describe a new way of reasoning about symmetric collisions for Multi-Agent Path Finding (MAPF) on...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...