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Near Optimal Hierarchical Path-Finding
Type of publication: Article
Citation: botea04
Journal: Journal of Game Development
Volume: 1
Number: 1
Year: 2004
Month: March
Pages: 7-28
Abstract: The problem of path-finding in commercial computer games has to be solved in real time, often under constraints of limited memory and CPU resources. The computational effort required to find a path, using a search algorithm such as A*, increases with size of the search space. Hence, path- finding on large maps can result in serious performance bottlenecks. This paper presents HPA* (Hierarchical Path-Finding A*), a hierarchical approach for reducing problem complexity in path-finding on grid-based maps. This technique abstracts a map into linked local clusters. At the local level, the optimal distances for crossing each cluster are pre-computed and cached. At the global level, clusters are traversed in a single big step. A hierarchy can be extended to more than two levels. Small clusters are grouped together to form larger clusters. Computing crossing distances for a large cluster uses distances computed for the smaller contained clusters. Our method is automatic and does not depend on a specific topology. Both random and real-game maps are successfully handled using no domain- specific knowledge. Our problem decomposition approach works very well in domains with a dynamically changing environment. The technique also has the advantage of simplicity and is easy to implement. If desired, more sophisticated, domain-specific algorithms can be plugged in for increased performance. The experimental results show a great reduction of the search effort. Compared to a highly-optimized A*, HPA* is shown to be up to 10 times faster, while finding paths that are within 1% of optimal.
Userfields: date-added={2012-09-23 10:50:23 +0200}, date-modified={2012-09-23 10:50:23 +0200}, project={fremdliteratur},
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Authors Botea, Adi
Müller, Martin
Schaeffer, Jonathan
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