[HTML][HTML] A systematic review and analysis of intelligence-based pathfinding algorithms in the field of video games

SR Lawande, G Jasmine, J Anbarasi, LI Izhar - Applied Sciences, 2022 - mdpi.com
This paper provides a performance comparison of different pathfinding Algorithms used in
video games. The Algorithms have been classified into three categories: informed …

Benchmarks for grid-based pathfinding

NR Sturtevant - … on Computational Intelligence and AI in Games, 2012 - ieeexplore.ieee.org
The study of algorithms on grids has been widespread in a number of research areas. Grids
are easy to implement and offer fast memory access. Because of their simplicity, they are …

Path planning: A 2013 survey

O Souissi, R Benatitallah, D Duvivier… - Proceedings of 2013 …, 2013 - ieeexplore.ieee.org
In the recent decades an impressive progress was done in automation and robotic fields.
Projects such as Google driverless car with “sense and avoid” capabilities or intelligent …

Direction based heuristic for pathfinding in video games

GE Mathew - Procedia Computer Science, 2015 - Elsevier
Pathfinding has been one of major research areas in video games for many years. It is a key
problem that most of the video games are confronted with. Search algorithms such as the A …

[BOK][B] Game AI pro: collected wisdom of game AI professionals

S Rabin - 2013 - books.google.com
This volume covers both the art and the technology of game AI. It includes core algorithms
that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path …

[PDF][PDF] Efficient triangulation-based pathfinding

D Demyen, M Buro - Aaai, 2006 - cdn.aaai.org
In this paper we present a method for abstracting an environment represented using
constrained Delaunay triangulations in a way that significantly reduces pathfinding search …

[PDF][PDF] Fast and Memory-Efficient Multi-Agent Pathfinding.

KHC Wang, A Botea - ICAPS, 2008 - cdn.aaai.org
Multi-agent path planning has been shown to be a PSPACE-hard problem. Running a
complete search such as A* at the global level is often intractable in practice, since both the …

Pathfinding in games

A Botea, B Bouzy, M Buro, C Bauckhage, D Nau - 2013 - drops.dagstuhl.de
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being
a middle ground between synthetic, highly abstracted academic benchmarks, and more …

[HTML][HTML] A fast global flight path planning algorithm based on space circumscription and sparse visibility graph for unmanned aerial vehicle

A Majeed, S Lee - Electronics, 2018 - mdpi.com
This paper proposes a new flight path planning algorithm that finds collision-free,
optimal/near-optimal and flyable paths for unmanned aerial vehicles (UAVs) in three …

[PDF][PDF] Memory-Based Heuristics for Explicit State Spaces.

NR Sturtevant, A Felner, M Barer, J Schaeffer… - IJCAI, 2009 - webdocs.cs.ualberta.ca
In many scenarios, quickly solving a relatively small search problem with an arbitrary start
and arbitrary goal state is important (eg, GPS navigation). In order to speed this process, we …