Automatic State Abstraction for Pathfinding in Real-Time Video Games

نویسندگان

  • Nathan R. Sturtevant
  • Vadim Bulitko
  • Michael Buro
چکیده

Real-time video games are a unique domain for pathfinding and search. Traditional approaches to search have usually assumed static worlds with a single agent. But, in real-time video games there are multiple cooperative and adversarial agents. While the search space in most games is relatively small, algorithms are expected to plan in mere milliseconds. Thus, techniques such as abstraction are needed to effectively reason and act in these worlds. We provide an overview of the research we have completed in this area, as well as areas of current and

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

A Hierarchical Task Network Planner for Pathfinding in Real-Time Strategy Games

In this paper, we propose an automatic mechanism of Hierarchical Task Networks (HTNs) creation for solving the problem of real-time path planning in Real-Time Strategy (RTS) Games. HTNs are created using an abstraction of the game map. A real-time heuristic search approach called Learning Real-Time A* (LRTA) is applied to execute the primitive tasks of the HTNs. The main purpose of using a HTN ...

متن کامل

Dynamic Real-time Hierarchical Heuristic Search for Pathfinding

Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due to three factors which are constraints on CPU and memory usage, dynamicity of the game world, and concurrency. In this paper, we are focusing on finding a novel solution for solving the pathfinding problem in RTS Games for the units which are controlled by the computer. The novel solution combin...

متن کامل

Achieving Goals Quickly Using Real-time Search: Experimental Results in Video Games

In real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, th...

متن کامل

Real-time Heuristic Search for Pathfinding in Video Games

Game pathfinding is a challenging problem due to a limited amount of per-frame CPU time commonly shared among many simultaneously pathfinding agents. The challenge is rising with each new generation of games due to progressively larger and more complex environments and larger numbers of agents pathfinding in them. Algorithms based on A* tend to scale poorly as they must compute a complete, poss...

متن کامل

Memory-Efficient Abstractions for Pathfinding

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, s...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2005