In most real-time strategy (RTS) games the problem of finding the shortest path for multiple units in real-time has to be solved many times during one match. That problem is known to be difficult, but some games require solving an even more complicated version of the problem where, in addition to land-based units, there are aerial transports, which are able to move everywhere around the map and to load a unit at one place and unload it somewhere else. In this thesis we introduce a new family of algorithms based on a greedy algorithm, which also serves as a basis for the primitive solutions used in games today. We implement these algorithms in the RTS game Starcraft and evaluate their effectiveness. From these tests we choose the one with th...
Multi-agent pathfinding, where multiple agents must travel to their goal locations without getting s...
In this article, the problem of two Unmanned Aerial Vehicles (UAVs) cooperatively searching an unkno...
This paper proposes a performance optimization for search-based path-planning simulations with the a...
This thesis explores the challenges of implementing effective navigation for groups of units in real...
Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war set...
In this thesis I worked on creating, comparing and improving algorithms for multi-agent path plannin...
Pathfinding is the technique of finding a sequence of moves, forming a continuous path, to reach a g...
Navigation of agents in a computer game requires some form of navigation map so that standard path-f...
Most studies in the field of search algorithms have only focused on pursuing agents, while comparati...
To solve the multi-agent pathfinding (MAPF) problem, a collision-free path must be found for every i...
In this paper, we present a novel motion-orientated path planning algorithm fo r real-time navigatio...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Path planning is a crucial issue in unknown environments where an autonomous mobile agent has to rea...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Abstract—We use a genetic algorithm to explore the space of pathfinding algorithms in Lagoon, a 3D n...
Multi-agent pathfinding, where multiple agents must travel to their goal locations without getting s...
In this article, the problem of two Unmanned Aerial Vehicles (UAVs) cooperatively searching an unkno...
This paper proposes a performance optimization for search-based path-planning simulations with the a...
This thesis explores the challenges of implementing effective navigation for groups of units in real...
Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war set...
In this thesis I worked on creating, comparing and improving algorithms for multi-agent path plannin...
Pathfinding is the technique of finding a sequence of moves, forming a continuous path, to reach a g...
Navigation of agents in a computer game requires some form of navigation map so that standard path-f...
Most studies in the field of search algorithms have only focused on pursuing agents, while comparati...
To solve the multi-agent pathfinding (MAPF) problem, a collision-free path must be found for every i...
In this paper, we present a novel motion-orientated path planning algorithm fo r real-time navigatio...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Path planning is a crucial issue in unknown environments where an autonomous mobile agent has to rea...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Abstract—We use a genetic algorithm to explore the space of pathfinding algorithms in Lagoon, a 3D n...
Multi-agent pathfinding, where multiple agents must travel to their goal locations without getting s...
In this article, the problem of two Unmanned Aerial Vehicles (UAVs) cooperatively searching an unkno...
This paper proposes a performance optimization for search-based path-planning simulations with the a...