We present three new ideas for grid-based path-planning algorithms that improve the search speed and quality of the paths found. First, we introduce a new type of database, the Local Distance Database (LDDB), that contains distances between boundary points of a local neighborhood. Second, an LDDB-based algorithm is introduced, called Block A*, that calculates the optimal path between start and goal locations given the local distances stored in the LDDB. Third, our experimental results for any-angle path planning in a wide varietyof test domains, including real game maps, show that Block A* is faster than both A* and the previously best grid-based any-angle search algorithm, Theta*
Any-angle path planning algorithms are a popular topic of research in the fields of robotics and vid...
Among many pathfinding algorithms, A* search algorithm is an algorithm that most commonly used in gr...
2012-08-02Navigating an agent from a given start coordinate to a given goal coordinate through a con...
We present three new ideas for grid-based path-planning algorithms that improve the search speed and...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Any-angle pathfinding is a fundamental problem in robotics and computer games. The goal is to find a s...
In robotics and video games, one often discretizes continuous terrain into a grid with blocked and u...
Any-angle pathfinding is a common problem from robotics and computer games: it requires finding a Eu...
Any-angle pathfinding is a common problem from robotics and computer games: it requires finding a Eu...
We compare five any-angle path-planning algorithms, Theta*, Block A*, Field D*, ANYA, and Any-Angle ...
Simple Subgoal Graphs are constructed from grids by placing subgoals at the corners of obstacles and...
Path finding is a well-studied problem in AI, which is often framed as graph search. Any-angle path ...
Grids with blocked and unblocked cells are often used to represent terrain in computer games and rob...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...
Any-angle path planning algorithms are a popular topic of research in the fields of robotics and vid...
Among many pathfinding algorithms, A* search algorithm is an algorithm that most commonly used in gr...
2012-08-02Navigating an agent from a given start coordinate to a given goal coordinate through a con...
We present three new ideas for grid-based path-planning algorithms that improve the search speed and...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Path planning is a critical part of modern computer games; rare is the game where nothing moves and ...
Any-angle pathfinding is a fundamental problem in robotics and computer games. The goal is to find a s...
In robotics and video games, one often discretizes continuous terrain into a grid with blocked and u...
Any-angle pathfinding is a common problem from robotics and computer games: it requires finding a Eu...
Any-angle pathfinding is a common problem from robotics and computer games: it requires finding a Eu...
We compare five any-angle path-planning algorithms, Theta*, Block A*, Field D*, ANYA, and Any-Angle ...
Simple Subgoal Graphs are constructed from grids by placing subgoals at the corners of obstacles and...
Path finding is a well-studied problem in AI, which is often framed as graph search. Any-angle path ...
Grids with blocked and unblocked cells are often used to represent terrain in computer games and rob...
In this paper, we consider the problem of planning any-angle paths with small numbers of turns on gr...
Any-angle path planning algorithms are a popular topic of research in the fields of robotics and vid...
Among many pathfinding algorithms, A* search algorithm is an algorithm that most commonly used in gr...
2012-08-02Navigating an agent from a given start coordinate to a given goal coordinate through a con...