{"title":"HPA* Enhancements","authors":"M. Jansen, M. Buro","doi":"10.1609/aiide.v3i1.18791","DOIUrl":null,"url":null,"abstract":"In video games, pathfinding must be done quickly and accurately. Not much computational time is allowed for pathfinding, but realistic looking paths are required. One approach to pathfinding which attempts to satisfy both of these constraints is to perform pathfinding on abstractions of the map. Botea et al.'s Hierarchical Pathfinding A* (HPA*) does this by dividing the map into square sectors and defining entrances between them. Although HPA* performs quick pathfinding which produces near-optimal paths, some improvements can be introduced. Here we discuss a faster path smoothing method, an alternative way to compute the weights of abstract edges, and lazy edge weight computations.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"27 9","pages":"84-87"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v3i1.18791","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 17

Abstract

In video games, pathfinding must be done quickly and accurately. Not much computational time is allowed for pathfinding, but realistic looking paths are required. One approach to pathfinding which attempts to satisfy both of these constraints is to perform pathfinding on abstractions of the map. Botea et al.'s Hierarchical Pathfinding A* (HPA*) does this by dividing the map into square sectors and defining entrances between them. Although HPA* performs quick pathfinding which produces near-optimal paths, some improvements can be introduced. Here we discuss a faster path smoothing method, an alternative way to compute the weights of abstract edges, and lazy edge weight computations.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
HPA *增强
在电子游戏中,寻径必须快速而准确地完成。寻径所需的计算时间并不多,但需要真实的路径。一种试图满足这两个约束的寻路方法是在地图的抽象上执行寻路。Botea等人的分层寻路A* (HPA*)通过将地图划分为正方形扇区并在它们之间定义入口来实现这一点。虽然HPA*执行快速寻路,产生接近最优的路径,但可以引入一些改进。在这里,我们讨论了一种更快的路径平滑方法,一种计算抽象边权的替代方法,以及惰性边权的计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
HeadSpace: Incorporating Action Failure and Character Beliefs into Narrative Planning A Hybrid Approach to Co-creative Story Authoring Using Grammars and Language Models Reasoning with Ontologies for Non-player Character's Decision-Making in Games On the Challenges of Generating Pixel Art Character Sprites Using GANs Loose Ends: A Mixed-Initiative Creative Interface for Playful Storytelling
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1