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Home / Proceedings / Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7

Any-Angle Path Planning for Computer Games

February 1, 2023

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Abstract:

Path planning is a critical part of modern computer games; rare is the game where nothing moves and path planning is unneeded. A* is the workhorse for most path planning applications. Block A* is a state-of-the-art algorithm that is always faster than A* in experiments using game maps. Unlike other methods that improve upon A*'s performance, Block A* is never worse than A* nor require any knowledge of the map. In our experiments, Block A* is ideal for games with randomly generated maps, large maps, or games with a highly dynamic multi-agent environment. Furthermore, in the domain of grid-based any-angle path planning, we show that Block A* is an order of magnitude faster than the previous best any-angle path planning algorithm, Theta*. We empirically show our results using maps from Dragon Age: Origins and Starcraft. Finally, we introduce ``populated game maps'' as a new test bed that is a better approximation of real game conditions than the standard test beds of this field. The main contributions of this paper is a more rigorous set of experiments for Block A*, and introducing a new test bed (populated game maps) that is a more accurate representation of actual game conditions than the standard test beds.

Authors

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer

University of Alberta,University of Alberta,University of Alberta,University of Alberta


DOI:

10.1609/aiide.v7i1.12445


Topics: AIIDE

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HOW TO CITE:

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer Any-Angle Path Planning for Computer Games Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7 (2011) 201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer Any-Angle Path Planning for Computer Games AIIDE 2011, 201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer (2011). Any-Angle Path Planning for Computer Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7, 201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer. Any-Angle Path Planning for Computer Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7 2011 p.201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer. 2011. Any-Angle Path Planning for Computer Games. "Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7". 201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer. (2011) "Any-Angle Path Planning for Computer Games", Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7, p.201-207

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer, "Any-Angle Path Planning for Computer Games", AIIDE, p.201-207, 2011.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer. "Any-Angle Path Planning for Computer Games". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7, 2011, p.201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer. "Any-Angle Path Planning for Computer Games". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 7, (2011): 201-207.

Peter Yap,Neil Burch,Robert Holte,Jonathan Schaeffer. Any-Angle Path Planning for Computer Games. AIIDE[Internet]. 2011[cited 2023]; 201-207.


ISSN: 2334-0924


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