Title
Fast A* With Iterative Resolution For Navigation
Abstract
We argue that A*, the popular technique for path-finding for NPCs in games, suffers from three limitations that are pertinent to game worlds: ( a) the grid maps often restrict the optimality of the paths, (b) A* paths exhibit wall-hugging behavior, and ( c) optimal paths are more predictable. We present a new algorithm, VRA*, that varies map-resolution as needed, and repeatedly calls A*. We also present an extension of an existing post-smoothing technique, and show that these two techniques together produce more realistic looking paths than A*, that overcome the above limitations, while using significantly less memory and time than A*.
Year
DOI
Venue
2010
10.1142/S0218213010000054
INTERNATIONAL JOURNAL ON ARTIFICIAL INTELLIGENCE TOOLS
Keywords
Field
DocType
AI algorithms, A*, navigation and path-finding
Computer science,Theoretical computer science,Artificial intelligence,restrict,Machine learning,Grid
Journal
Volume
Issue
ISSN
19
1
0218-2130
Citations 
PageRank 
References 
3
0.41
7
Authors
2
Name
Order
Citations
PageRank
Kyle Walsh130.41
Bikramjit Banerjee228432.63