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Bounded-Search Pathfinders Based on Influence Maps Generated by Attractors and Repulsors

机译:基于吸引子和拒源生成的影响地图的有界搜索路径柜

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摘要

This article combines pathfinding and influence fields (or influence maps) in a way that the influence costs replace the traditional distance costs. By placing repulsors and attractors in the game world, we are mixing their influence fields into an overall game influence field, which determines the influence costs in finding a path between a start and a goal node. For that purpose, we introduce an automated method to place such attractors and repulsors, which builds upon the concept of thinning graph (and its dual). This thinning graph is a sort of medial axis of the set of passable tiles of the game map. As a result, we obtain bounded-search pathfinders that avoid obstacles (repulsors) and follows checkpoints (attractors) in an intuitive manner. Moreover, the well-known problem underlying the influence fields, called local extremum trap (i.e., an agent may enter into a place from where there is no escape away), is solved in an elegant way. Also, our influence-driven bounded-search pathfinders are comparable to other influence-based pathfinders in terms of memory expenditure and time performance.
机译:本文以影响成本取代传统距离成本的方式相结合了路径限制和影响领域(或影响地图)。通过在游戏世界中放置斥责和吸引子,我们将它们的影响领域混合到一个整体游戏影响场中,这决定了在开始和目标节点之间找到路径的影响成本。为此目的,我们介绍了一种自动化方法,以放置这种吸引器和斥责,该吸引力和斥责在稀疏图(及其双重)的概念上。这种变薄图是游戏图的可通电瓦片集的一种内侧轴。结果,我们获得避免障碍物(拒斥)并以直观的方式遵循检查点(吸引器)的界限搜索路径抵抗。此外,众所周知的问题是影响局部极值陷阱(即,代理商可以从没有逃离的地方进入一个地方),以优雅的方式解决。此外,我们的影响驱动的界限搜索路径探测器与内存支出和时间性能方面的其他基于影响的探测器相当。

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