This paper proposes a performance optimization for search-based path-planning simulations with the aim to improve systemic scalability. Instead of clustering path requests per agent group, paths are cached at path-request time. Paths are cloned or re-used after selection based on request characteristics, agent properties and external matching criteria. Graph search effort is reduced proportional to the number of agents with similar nearby destinations, while the unique navigational behavior of each individual agent remains unchanged and intact. Formation coherence is maximal for homogeneous navigation, and agent response time improves significantly for large agent groups compared to solutions without this optimization. Explicit multi-agent ...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
Path planning is a crucial issue in unknown environments where an autonomous mobile agent has to rea...
This paper proposes a performance optimization for search-based path-planning simulations with the a...
In this thesis I worked on creating, comparing and improving algorithms for multi-agent path plannin...
Abstract Conflict Based Search(CBS) is used for multi-agent Pathfinding (MAPF) to enable...
Pathfinding is the technique of finding a sequence of moves, forming a continuous path, to reach a g...
Multi-agent path planning has been shown to be a PSPACE-hard problem. Running a complete search such...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...
Conflict Based Search(CBS) is used for multi-agent Pathfinding (MAPF) to enable each Agent to reach ...
Multiagent path finding is the problem of finding paths for a set of agents-one for each agent-in a ...
Multi-agent Path Finding (MAPF) is an important problem in large games with many dynamic agents that...
Multi-agent path planning is a challenging problem with numerous real-life applications. Running a c...
Large real-time search problems such as path-finding in com-puter games and robotics limit the appli...
Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that ...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
Path planning is a crucial issue in unknown environments where an autonomous mobile agent has to rea...
This paper proposes a performance optimization for search-based path-planning simulations with the a...
In this thesis I worked on creating, comparing and improving algorithms for multi-agent path plannin...
Abstract Conflict Based Search(CBS) is used for multi-agent Pathfinding (MAPF) to enable...
Pathfinding is the technique of finding a sequence of moves, forming a continuous path, to reach a g...
Multi-agent path planning has been shown to be a PSPACE-hard problem. Running a complete search such...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...
Conflict Based Search(CBS) is used for multi-agent Pathfinding (MAPF) to enable each Agent to reach ...
Multiagent path finding is the problem of finding paths for a set of agents-one for each agent-in a ...
Multi-agent Path Finding (MAPF) is an important problem in large games with many dynamic agents that...
Multi-agent path planning is a challenging problem with numerous real-life applications. Running a c...
Large real-time search problems such as path-finding in com-puter games and robotics limit the appli...
Real-time heuristic search methods, such as LRTA*, are used by situated agents in applications that ...
In real-time domains such as video games, a planning algo- rithm has a strictly bounded time before ...
In real-time domains such as video games, a planning algo-rithm has a strictly bounded time before i...
Path planning is a crucial issue in unknown environments where an autonomous mobile agent has to rea...