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Fast Grid-Based Path Finding for Video Games

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Advances in Artificial Intelligence (Canadian AI 2013)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 7884))

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Abstract

Grid-based path finding is required in many video games and virtual worlds to move agents. With both map sizes and the number of agents increasing, it is important to develop path finding algorithms that are efficient in memory and time. In this work, we present an algorithm called DBA* that uses a database of pre-computed paths to reduce the time to solve search problems. When evaluated using benchmark maps from Dragon AgeTM, DBA* requires less memory and time for search, and performs less pre-computation than comparable real-time search algorithms. Further, its suboptimality is less than 3%, which is better than the PRA* implementation used in Dragon AgeTM.

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Lee, W., Lawrence, R. (2013). Fast Grid-Based Path Finding for Video Games. In: Zaïane, O.R., Zilles, S. (eds) Advances in Artificial Intelligence. Canadian AI 2013. Lecture Notes in Computer Science(), vol 7884. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-38457-8_9

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  • DOI: https://doi.org/10.1007/978-3-642-38457-8_9

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-38456-1

  • Online ISBN: 978-3-642-38457-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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