Abstraction and Path Computation for Video Game Path Finding with Changing Maps
Efficient grid-based path finding is important in video games especially for larger maps and when moving many agents. Algorithms based on abstraction have an order of magnitude faster search time performance than A* at the cost of a small amount of memory and increased suboptimality. Some approaches also compute and store paths to improve search performance. This paper evaluates new and existing algorithm variants for abstraction and path computation and investigates their performance for video game path finding with map changes. The results show that abstraction has significant advantages over A* and can be implemented efficiently for changing maps. Computing, storing, and reusing paths also has benefits especially when several searches can be performed before the map changes.
Authors
- Ramon Lawrence (ORCID: https://orcid.org/0000-0002-6779-4461)
- Vadim Bulitko
- Teresa Saller
Institutions
- University of British Columbia (CA)
- University of Alberta (CA)
Publication Details
- Journal
- Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
- Published
- 2024-11-15
- DOI
- https://doi.org/10.1609/aiide.v20i1.31882
- Primary Topic
- Video Analysis and Summarization
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Natural Sciences and Engineering Research Council of Canada