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Taking Learning Out of Real-Time Heuristic Search for Video-Game Pathfinding

机译:从实时启发式搜索中学习视频游戏寻路

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Real-time heuristic search algorithms are useful when the amount of time or memory resources are limited or a rapid response time is required. An example of such a problem is pathfinding in video games where numerous units may be simultaneously required to react promptly to player's commands. Classic real-time heuristic search algorithms cannot be deployed due to their obvious state-revisitation ("scrubbing"). Recent algorithms have improved performance by using a database of pre-computed subgoals. However, a common issue is that the pre-computation time can be large, and there is no guarantee that the pre-computed data adequately covers the search space. In this work, we present a new approach that guarantees coverage by abstracting the search space using the same algorithm that performs the real-time search. It reduces the pre-computation time via the use of dynamic programming. The new approach has a fast move time and eliminates learning and "scrubbing". Experimental results on maps of millions of cells show significantly faster execution times compared to previous algorithms.
机译:当时间或内存资源有限或需要快速响应时间时,实时启发式搜索算法很有用。这种问题的一个示例是在视频游戏中的寻路,其中可能需要同时需要多个单元才能对玩家的命令做出迅速反应。经典的实时启发式搜索算法由于其明显的状态重新评估(“清理”)而无法部署。最近的算法通过使用预先计算的子目标数据库提高了性能。但是,一个普遍的问题是预计算时间可能很大,并且不能保证预计算的数据足以覆盖搜索空间。在这项工作中,我们提出了一种新方法,该方法通过使用执行实时搜索的相同算法对搜索空间进行抽象来保证覆盖范围。它通过使用动态编程来减少预计算时间。新方法具有快速的移动时间,并且消除了学习和“擦洗”。与以前的算法相比,在数百万个单元的地图上的实验结果表明执行时间明显更快。

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