游戏寻路的Bee算法与A *算法研究

Aimi Najwa Sabri, N. H. M. Radzi, A. A. Samah
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引用次数: 9

摘要

寻路对于在电脑游戏和许多其他应用中使用的代理移动来说是必不可少的。寻径的主要关注点是找到最短可行路径。在过去的十年中,许多游戏行业都见证了寻径技术的快速发展。为了解决这个问题,已经做了几种尝试和解决办法。在当前的游戏行业中,启发式A *算法已被证明是单智能体和小搜索规模的最优算法。然而,寻径解决方案往往需要大量的资源,尤其是在复杂的游戏环境中。因此,生成可行的最优路径在计算上更加繁重或棘手。最近,一些文献提供了关于寻路中的元启发式的发现。元启发式算法通常用于寻路问题。蜜蜂算法是一种自然表现为多智能体方法的元启发式算法,在解决路径规划问题上被证明是有效的。目前对Bee算法的研究主要集中在对agent的优化改进上。本文的目的是描述和比较传统的寻路算法,A *算法和优化搜索,蜜蜂算法。
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A study on Bee algorithm and A∗ algorithm for pathfinding in games
Pathfinding is essential and necessary for agent movement used in computer games and many other applications. A primary concern of pathfinding is to find the shortest feasible path. The past decade has seen the rapid development of pathfinding in many games industry. Several attempts and solutions have been made to solve the problem. Heuristic A∗ algorithm has proven given an optimal for single agent and small size of search in current game industry. However, pathfinding solution is often requiring huge amount of resources especially in complex game environment. Hence, generation a feasible and optimal path more computationally burdensome or intractable. More recently, literature has come out that offers findings about metaheuristic in pathfinding. Metaheuristic is usually used in pathfinding problem. Bee algorithm is a metaheuristic algorithm which is naturally behaves as multi-agent approach and proven efficient in solving the path planning problem. The current research on Bee algorithm mostly focused on improving optimization for agent. The aim of this paper is to describe and compare traditional algorithm, A∗ algorithm and optimization search, Bee algorithm in pathfinding.
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