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Trading Space for Time in Grid-Based Path Finding
Last modified: 2013-06-29
Abstract
Grid-based path finding is required in many games to move agents. 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 Age™, DBA* requires less time for search and produces less suboptimal paths than the PRA* implementation used in Dragon Age™.
Keywords
path finding ; search ; games ; database ; real-time
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