Per-Map Algorithm Selection in Real-Time Heuristic Search

V. Bulitko
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引用次数: 8

Abstract

Real-time heuristic search is suitable for time-sensitive pathfinding and planning tasks when an AI-controlled non-playable character must interleave its planning and plan execution. Since its inception in the early 90s, numerous real-time heuristic search algorithms have been proposed. Many of the algorithms also have control parameters leaving a practitioner with a bewildering array of choices. Recent work treated the task of algorithm and parameter selection as a search problem in itself. Such automatically found algorithms outperformed previously known manually designed algorithms on the standard video-game pathfinding benchmarks. In this paper we follow up by selecting an algorithm and parameters automatically per map. Our sampling-based approach is efficient on the standard video-game pathfinding benchmarks. We also apply the approach to per-problem algorithm selection and while it is effective there as well, it is not practical. We offer suggestions on making it so.
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实时启发式搜索中的逐图算法选择
实时启发式搜索适用于时间敏感的寻路和计划任务,即ai控制的非可玩角色必须将其计划和计划执行穿插在一起。自90年代初出现以来,已经提出了许多实时启发式搜索算法。许多算法也有控制参数,给从业者留下了一系列令人眼花缭乱的选择。最近的工作将算法和参数选择任务本身视为搜索问题。在标准的电子游戏寻径基准测试中,这种自动发现的算法优于之前已知的人工设计的算法。在本文中,我们在每个地图上自动选择算法和参数。我们基于抽样的方法在标准电子游戏寻径基准上是有效的。我们还将这种方法应用于每个问题的算法选择,虽然它在那里也是有效的,但它并不实用。我们对此提出一些建议。
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