Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · 2007 · 65 citations · 8 references
ComputingComputer ScienceAlgorithmsMotion PlanningPath PlanningMemory Hierarchy OptimizationTrajectory GenerationAbstractionPath ComputationPath GenerationRobot Path PlanningRobotic Path PlanningState AbstractionState-space AbstractionTrajectory Planning
From an academic perspective there has been a lot of work on using state abstraction to speed path planning. But, this work often does not directly address the needs of the game development community, specifically for mechanisms that will fit the limited memory budget of most commercial games. In this paper we bring together several related pieces of work on using abstraction for pathfinding, showing how the ideas can be implemented using a minimal amount of memory. Our techniques use about 3% additional storage to compute complete paths up to 100 times faster than A*.
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Near Optimal Hierarchical Path-Finding.
Adi Botea, Martin Müller, Jonathan Schaeffer · 2004 · 327 citations
Hierarchical A *: searching abstraction hierarchies efficiently
Robert C. Holte, M. B. Perez, Robert Zimmer et al. · 1996 · 136 citations
Speeding up problem solving by abstraction: a graph oriented approach
Robert C. Holte, Taieb. Mkadmi, Robert Zimmer et al. · Artificial Intelligence · 1996 · 110 citations