Hierarchical Path-finding Theta*: Combining Hierarchical A* with Theta*

Size: px
Start display at page:

Download "Hierarchical Path-finding Theta*: Combining Hierarchical A* with Theta*"

Transcription

1 Hierarchical Path-finding Theta*: Combining Hierarchical A* with Theta* Linus van Elswijk 1st April

2 Contents 1 Problem Statement Research Question Subquestions Motivation 4 3 Theoretical scope A* HPA* Theta* Strategy 7 5 Time schedule Finnished work February (16 hours) March (42 hours) Planning Deadlines

3 1 Problem Statement One of the most, if not the most common problem for AI in computer games is the problem of finding a path from position A to B. The problem can solved by translating the search space into a graph and then using a graph-search algorithm to find a path from the start to goal within the graph. The game-industy standard is to use (one of the many variants of) the classic A* algorithm(hart et al., 1968). Some variants are specifically designed to work with dynamic environments. In dynamic environments, replanning is needed when a previously planned path is found to be blocked during the execution of the path. Dynamic variants of A*, such as D*(Stentz, 1994), can do the replanning more efficiently than classic A*. Other variants, such as Hierarchical Path-Planning A*(Botea et al., 2004) 1 use a hierarchical approach to the planning and provide a speed-up when working with large maps/graphs. A recent variant is specifically designed to work with non-discrete maps. With classic A*, the movement options in the search algorithm are limited to the edges between the nodes of the search graph. These new variants make use of the fact that the nodes in the graph all represent a point in space. They use this knowledge to find shortcuts between the points/nodes within the real space, instead of just looking at the graph representing it. We will call this variant and any-angle variant from now on. There is an algorithm that combines the dynamic variant with the hierarchical variant and also an algorithm that combines the dynamic variant with the any-angle approach. However, there is (to my knowledge) no literature on combining the any-angle variants with the hierarchical variants. In this paper I will present a new algorithm, Hierarchical Path-Finding Theta*, that strives to succesfully combine to combine the properties of the any-angle and hierarchical variants of A*. 1 Hierarchical Path-Planning A* should not be confused with Hierarchical A*(Holte et al., 1996), which uses a different approach to path-finding. 3

4 1.1 Research Question This leads us to the following research question: Does Hierarchical Path-Finding Theta* succesfully combine the properties of Theta* and HPA*? So when exactly can we conclude that the properties are combined succesfully? Our algorithm should have atleast the following properties: The average solution path-length should be within 5% of the average solution path-lenght of classic A*. The average computation time should not be more than twice the average computation time of HPA* The average number of heading changes in a solution path should be within 50% of the number of heading changes of Theta* We will only call the combination succesful if all three of the requirements are met. 1.2 Subquestions To find an answer to the research question we have to find an answer to the following sub-questions: 1. How do the existing algorithms, HPA* and Theta* work? 2. How can these algorithms be combined? 3. In which environments should we test the algorithms to get a fair result? 4. How do the algorithms perform in the test-environments? The answer to subquestion 1 will be in the form of a literature review. The answer to subquestion 2 will be in the form of psuedo-code, that will allow us to implement the new algorithm. The answer to subquestion 3 will tell us how the performance test will be executed. We can answer subquestion 4 by running the tests and analysing the results. This will also allow us to answer the research question. 2 Motivation As we stated earlier, path-finding is one of the most common problems the AI has to deal with in today s computer games. Especially in computer games, we tend to demand a lot from a path-finding algorithm. The first, and probably the most important requirement is that the algorithm returns paths of reasonable length. It doesn t have to return optimal paths, but players don t want the computer controlled units to take long detours instead of moving directly to their goal. Another 4

5 important property of the path-finding algorithm is that it can find a path efficiently. You don t want the path-planning algorithms to slow the game down, so the algorithm should be able to find a path fast. The less processing time is needed for the path-planning algorithm, the more processing time can be spend on other areas of the game, such as the graphics. The algorithm complexity should also scale well with the complexity of the problem-space. We don t want the algorithm to slow down immensely when operating on large maps, making the algorithm the deciding factor of the map size. The algorithm should also be able to handle continuous environments and return natural looking paths. A lot of graph-based search-algorithms have to translate continuous maps into a limited set of nodes. If the algorithm limits the movement to the edges between the nodes, unnatural looking zig-zag patterns can occur in the path, because the nodes don t have edges in the desired angle. Classic A* guarantees that the returned path is optimal. Varations of A* have been developed that trade in some of the path optimality to gain other desirable properties. HPA* can find a path faster than A* in large search-spaces. Theta* can find paths without restricting movement to certain angles. However there no literature yet on an algorithm that combines the properties of HPA* and Theta*. An algorithm that can both deal with large search-spaces and continuous environments would be interesting for games. There are also variants of A* that are designed to work with partiallyknown or changing environments. An example of this is D*. Hierarchical D*(Cagigas and Abascal, 2005) (HD*) is a variant of D* that works better on large-maps. There is also a dynamic version of Theta*, called Phi*(Nash et al., 2009). The dynamic properties of these algorithms are also interesting. We could also investigate to combine HD* with Phi*. We chose to restrict ourself to the static algorithms for practical reasons and also because HPA* is somewhat dynamic 2. 2 HPA* can do replanning faster than classic A* according to Botea et al. (2004) 5

6 3 Theoretical scope In this section I will discuss the different algorithms on which the new algorithm, HPT*, will be based. I will first explain how the class A* works. I will then continue with hierarchical A*. After that I will explain Theta*. 3.1 A* The classic A*, as described by Hart et al. (1968), is a form of best-first search(russell and Norvig, 2003). Best-first-search algorithms try to expand the nodes that are closest to the goal first. A heuristic function is used to make an estimation of how close a node is to it s goal before the node is expanded. A* also keeps track of the cost of the path to reach a node. Instead of just expanding the node that is closest to the goal, A* tries to expand the node for which the sum of the estimated distance to the goal and the cost to reach that node is the smallest. You could say that A* tries to expand the nodes with the smallest estimated solution cost first. Hart et al. (1968) proved that A* always finds the optimal path when the heuristic function never underestimates the distance of a node to the goal. 3.2 HPA* Hierarchical Path-Finding A* was first described by Botea et al. (2004). HPA* can provide a large performance boost on large search spaces/graphs when compared to classic A*. HPA* uses one or more levels of abstraction to reduce the complexity of a problem. Abstractions of the searchspace are generated by combining several nodes within a rectangular area on the map. Such a combination of nodes is called a cluster. After generating the clusters, edges between the cluster will be generated. Classic A* is used to see if a cluster can reach it s neighbours. For all neighbours that can be reached, a edge is added to the graph, together with the cost of the A* path that can be used to travel between the clusters. After the edges for the clusters have been generated, the search problem can be run on the graph of clusters instead of the original, low-level, graph. Since the graph of clusters is a lot smaller than the original graph, search problems can be greatly simplified by using the cluster-graph instead of the original graph. If needed, more layers of abstraction can be added by forming clusters of clusters and calculating the edges and their cost for them. HPA* uses classic A* at several points in the algorithm. Classic A* is used to determine the (optimal) path cost to travel between clusters. Classic A* is also used to plan a path from a node to the boundary of the cluster in which the node resides. 6

7 3.3 Theta* Theta*(Nash et al., 2007) is variant of A* that makes uses of the fact that the nodes in the search space all represent a position in (a) space. In the non-discrete space, there is more freedom in movement than in the graph representing the search space. In the graph, you can only move along the edges between the nodes. In the non-discrete space, it is possible to move in any-angle. This is why Theta* is called an any-angle path finding algorithm. 4 Strategy The first step in finding the answer to the research question is studying specification of classic A*, HPA* and Theta*. We need to be able to implement all three of these algorithms for the final test. We want to compare the performance of these three algorithms and the new algorithm, HPT*. This will also allow us to answer subquestion1. We also need to determine on which maps where are going to perform the tests and what the actual path-finding problems will be. Luckily, Bioware has made map tests available for research and testing pathplanning algorithms. They provide both maps, extracted from the game "Baldur s Gate II" and the game "Dragon Age: Origins". The maps can be found on (Sturtevant, 2011). This answers subquestions3. We will also provide psuedo-code of the HPT* algorithm and implement it, answering subquestion2. All algorithms will be implemented in C++ for the test, because C++ is the most used language in game-development at the moment (?). With all algorithms implemented and the test conditions determined, we can run the tests, analyse the results and answer both subquestion4 and the research question. 7

8 5 Time schedule 5.1 Finnished work February (16 hours) Mostly reading existing literature on pathfinding, to get a good overview of the field. Roughly determining what algorithms are available, what the difference are. Deciding an interesting subject to investigate. First research plan March (42 hours) More thorough reading on the following algorithms: A* D* HPA* Theta* Phi* Decided the research question. Final version of the research plan. A* algorithm implemented. Decided how the tests will be performed. 5.2 Planning April 15th April 25th May 16th May 30th June 13th June 20th finish test environment finish HPA* implementation finish Thetha* implementation finish HPT* implementation running the tests and analysing the results Final version of thesis + presentation 5.3 Deadlines Friday, 1st of April Monday, 25th of April Monday, 13th of June Monday, 27th of June Final research plan First version of thesis Second version of thesis Final version of thesis + presentation 8

9 References A. Botea, M. Müller, and J. Schaeffer. Near optimal hierarchical pathfinding. Journal of game development, Daniel Cagigas and Julio Abascal. A hierarchical extension of the d* algorithm. Journal of Intelligent and Robotic Systems, 42: , Peter E. Hart, Nils J. Nilsson, and Bertram Raphael. A formal basis for the heuristic determination of minimum cost paths. IEEE Transactions of System Science and Cybernetics, SCC-4(2): , R. Holte, M. Perez, R. Zimmer, and A. MacDonald. Hierarchical A*: Searching abstraction hierarchies efficiently. Proceedings AAAI-96, pages , A. Nash, K. Daniel, S. Koenig, and A. Felner. Theta*: Any-angle path planning on grids. the AAAI Conference on Artificial Intelligence, pages , Alex Nash, Sven Koenig, and Maxim Likhachev. Incremental phi*: Incremental any-angle path planning on grids? In IJCAI 09 Proceedings of the 21st international jont conference on Artifical intelligence, Stuart Russell and Peter Norvig. Artificial Intelligence: A Modern Approach, chapter 4.1 Informed (Heuristic) Search Strategies. Prentice Hall, Anthony Stentz. Optimal and efficient path planning for partially-known environments. In Proceedings of the IEEE international conference on robotics and automation, pages , Nathan Sturtevant. Nathan sturtevant s moving ai lab: Pathfinding benchmarks, April URL 9

Hierarchical Path-Finding Theta*

Hierarchical Path-Finding Theta* Bachelor Thesis Hierarchical Path-Finding Theta* Combining HPA* and Theta* Author: Linus van Elswijk s0710261 linusvanelswijk@student.ru.nl Supervisor: dr. I.G. Sprinkhuizen-Kuyper Second Reader: dr. F.

More information

Search and Games. Adi Botea. ANU Summer Schools in Logic and Learning February, 2009

Search and Games. Adi Botea. ANU Summer Schools in Logic and Learning February, 2009 Search and Games Adi Botea ANU Summer Schools in Logic and Learning February, 2009 Outline 1 Introduction 2 Problem Representation 3 Uninformed Search 4 Informed Search 5 Hierarchical Abstraction Outline

More information

Strict Theta*: Shorter Motion Path Planning Using Taut Paths

Strict Theta*: Shorter Motion Path Planning Using Taut Paths Proceedings of the Twenty-Sixth International Conference on Automated Planning and Scheduling (ICAPS 2016) Strict Theta*: Shorter Motion Path Planning Using Taut Paths Shunhao Oh and Hon Wai Leong Department

More information

Any-Angle Search Case Study: Theta* slides by Alex Nash / with contributions by Sven Koenig

Any-Angle Search Case Study: Theta* slides by Alex Nash / with contributions by Sven Koenig Any-Angle Search Case Study: Theta* slides by Alex Nash anash@usc.edu / alexwnash@gmail.com with contributions by Sven Koenig skoenig@usc.edu Table of Contents o Introduction o Analysis of Path Lengths

More information

SHORTENING THE OUTPUT PATH OF A* ALGORITHM: OMNI- DIRECTIONAL ADAPTIVE A*

SHORTENING THE OUTPUT PATH OF A* ALGORITHM: OMNI- DIRECTIONAL ADAPTIVE A* SHORTENING THE OUTPUT PATH OF A* ALGORITHM: OMNI- DIRECTIONAL ADAPTIVE A* 1 IBRAHIM BAAJ, 2 TOLGAY KARA 1,2 Department of Electrical and Electronics Engineering, University of Gaziantep,Turkey E-mail:

More information

Breaking Path Symmetries on 4-connected Grid Maps

Breaking Path Symmetries on 4-connected Grid Maps Breaking Path Symmetries on 4-connected Grid Maps Daniel Harabor and Adi Botea NICTA and The Australian National University Email: firstname.lastname@nicta.com.au Abstract Pathfinding systems that operate

More information

Partial Pathfinding Using Map Abstraction and Refinement

Partial Pathfinding Using Map Abstraction and Refinement Partial Pathfinding Using Map Abstraction and Refinement Nathan Sturtevant and Michael Buro Department of Computing Science, University of Alberta Edmonton, Alberta, Canada T6G 2E8 {nathanst,mburo}@cs.ualberta.ca

More information

Identifying Hierarchies for Fast Optimal Search

Identifying Hierarchies for Fast Optimal Search Identifying Hierarchies for Fast Optimal Search Tansel Uras Sven Koenig Department of Computer Science University of Southern California Los Angeles, USA {turas, skoenig}@usc.edu Abstract Search with Subgoal

More information

Beyond A*: Speeding up pathfinding through hierarchical abstraction. Daniel Harabor NICTA & The Australian National University

Beyond A*: Speeding up pathfinding through hierarchical abstraction. Daniel Harabor NICTA & The Australian National University Beyond A*: Speeding up pathfinding through hierarchical abstraction Daniel Harabor NICTA & The Australian National University Motivation Myth: Pathfinding is a solved problem. Motivation Myth: Pathfinding

More information

Choosing a Search Space Representation

Choosing a Search Space Representation 18 Choosing a Search Space Representation Nathan R. Sturtevant 18.1 Introduction 18.2 Tasks 18.3 Grids 18.4 Waypoint Graphs 18.5 Navigation Meshes 18.6 Conclusion 18.1 Introduction The choice of a path

More information

Backward Real Time Heuristic Search in Grid World Pathfinding

Backward Real Time Heuristic Search in Grid World Pathfinding Backward Real Time Heuristic Search in Grid World Pathfinding David M. Bond Department of Computer Science University of New Hampshire Durham, NH 03824 USA dmf5@unh.edu Abstract The A* algorithm works

More information

A MAPPING SIMULATOR. Keywords: mapping simulator, path finding, irobot Roomba, OpenGL

A MAPPING SIMULATOR. Keywords: mapping simulator, path finding, irobot Roomba, OpenGL A MAPPING SIMULATOR Catalin-Antonio Dedu 1 Costin-Anton Boiangiu 2 Ion Bucur 3 ABSTRACT This paper approaches the domain of mapping simulations and presents the result of subsequent research in path finding

More information

Autonomous Navigation in Unknown Environments via Language Grounding

Autonomous Navigation in Unknown Environments via Language Grounding Autonomous Navigation in Unknown Environments via Language Grounding Koushik (kbhavani) Aditya (avmandal) Sanjay (svnaraya) Mentor Jean Oh Introduction As robots become an integral part of various domains

More information

Map Abstraction with Adjustable Time Bounds

Map Abstraction with Adjustable Time Bounds Map Abstraction with Adjustable Time Bounds Sourodeep Bhattacharjee and Scott D. Goodwin School of Computer Science, University of Windsor Windsor, N9B 3P4, Canada sourodeepbhattacharjee@gmail.com, sgoodwin@uwindsor.ca

More information

Multi-Agent Pathfinding with Real-Time Heuristic Search

Multi-Agent Pathfinding with Real-Time Heuristic Search Multi-Agent Pathfinding with Real-Time Heuristic Search Devon Sigurdson, Vadim Bulitko, William Yeoh, Carlos Hernández and Sven Koenig Computing Science, University of Alberta Email: {dbsigurd,buliko}@ualberta.ca

More information

Direction Maps for Cooperative Pathfinding

Direction Maps for Cooperative Pathfinding Direction Maps for Cooperative Pathfinding M. Renee Jansen and Nathan R. Sturtevant Department of Computing Science, University of Alberta, Edmonton, Alberta, Canada T6G 2E8 {maaike, nathanst}@cs.ualberta.ca

More information

Multi-Scale LPA* with Low Worst-Case Complexity Guarantees

Multi-Scale LPA* with Low Worst-Case Complexity Guarantees Multi-Scale LPA* with Low Worst-Case Complexity Guarantees Yibiao Lu, Xiaoming Huo, Oktay Arslan, and Panagiotis Tsiotras Abstract In this paper we consider dynamic shortest pathplanning problems on a

More information

The FastMap Algorithm for Shortest Path Computations

The FastMap Algorithm for Shortest Path Computations The FastMap Algorithm for Shortest Path Computations Liron Cohen Tansel Uras Shiva Jahangiri Aliyah Arunasalam Sven Koenig T. K. Satish Kumar {lironcoh, turas, arunasal, skoenig}@usc.edu, shivaj@uci.edu,

More information

Navigation in Dynamic Envrionment

Navigation in Dynamic Envrionment Navigation in Dynamic Envrionment Chao Lin March 16, 2017 Abstract A* algorithm has been proved that it will provide optimal solutions in a static environment. We also want to introduce the A* algorithm

More information

Real-Time Adaptive A*

Real-Time Adaptive A* Real-Time Adaptive A* Sven Koenig Computer Science Department University of Southern California Los Angeles, CA - skoenig@usc.edu Maxim Likhachev Computer Science Department Carnegie Mellon University

More information

Real-Time Heuristic Search with Depression Avoidance

Real-Time Heuristic Search with Depression Avoidance Proceedings of the Twenty-Second International Joint Conference on Artificial Intelligence Real-Time Heuristic Search with Depression Avoidance Carlos Hernández Departamento de Ingeniería Informática Universidad

More information

The FastMap Algorithm for Shortest Path Computations

The FastMap Algorithm for Shortest Path Computations Proceedings of the Twenty-Seventh International Joint Conference on Artificial Intelligence (IJCAI-8) The FastMap Algorithm for Shortest Path Computations Liron Cohen, Tansel Uras, Shiva Jahangiri, Aliyah

More information

Solving Shortest Path Problems with Curvature Constraints Using Beamlets

Solving Shortest Path Problems with Curvature Constraints Using Beamlets Solving Shortest Path Problems with Curvature Constraints Using Beamlets Oktay Arslan, Panagiotis Tsiotras and Xiaoming Huo Abstract A new graph representation of a 2D environment is proposed in order

More information

Reusing Previously Found A* Paths for Fast Goal-Directed Navigation in Dynamic Terrain

Reusing Previously Found A* Paths for Fast Goal-Directed Navigation in Dynamic Terrain Reusing Previously Found A* Paths for Fast Goal-Directed Navigation in Dynamic Terrain Carlos Hernández Depto. de Ingeniería Informática Univ. Católica de la Ssma. Concepción Concepción, Chile Roberto

More information

Improving MPGAA* for Extended Visibility Ranges

Improving MPGAA* for Extended Visibility Ranges Proceedings of the Twenty-Seventh International Conference on Automated Planning and Scheduling (ICAPS 2017) Improving MPGAA* for Extended Visibility Ranges Carlos Hernández Depto. de Ciencias de la Ingeniería

More information

Simulation and Comparison of Efficency in Pathfinding algorithms in Games

Simulation and Comparison of Efficency in Pathfinding algorithms in Games 230 Ciência e Natura, v. 37 Part 2 jun. 2015, p. 230 238 ISSN impressa: 0100-8307 ISSN on-line: 2179-460X Simulation and Comparison of Efficency in Pathfinding algorithms in Games Azad Noori 1, Farzad

More information

arxiv: v1 [cs.cg] 6 Feb 2017

arxiv: v1 [cs.cg] 6 Feb 2017 Edge N-Level Sparse Visibility Graphs: Fast Optimal Any-Angle Pathfinding Using Hierarchical Taut Paths Shunhao Oh and Hon Wai Leong Department of Computer Science National University of Singapore ohoh@u.nus.edu,

More information

PATH-FINDING FOR LARGE SCALE MULTIPLAYER COMPUTER GAMES

PATH-FINDING FOR LARGE SCALE MULTIPLAYER COMPUTER GAMES PATH-FINDING FOR LARGE SCALE MULTIPLAYER COMPUTER GAMES Marc Lanctot Nicolas Ng Man Sun Clark Verbrugge School of Computer Science McGill University, Montréal, Canada, H3A 2A7 marc.lanctot@mail.mcgill.ca

More information

Basic Motion Planning Algorithms

Basic Motion Planning Algorithms Basic Motion Planning Algorithms Sohaib Younis Intelligent Robotics 7 January, 2013 1 Outline Introduction Environment Map Dijkstra's algorithm A* algorithm Summary 2 Introduction Definition: Motion Planning

More information

Two-Oracle Optimal Path Planning on Grid Maps

Two-Oracle Optimal Path Planning on Grid Maps Twenty-Eighth International Conference on Automated Planning and Scheduling (ICAPS 2018) Two-Oracle Optimal Path Planning on Grid Maps Matteo Salvetti Daniel Harabor Monash University Australia Adi Botea

More information

DBA* A Real-Time Path Finding Algorithm

DBA* A Real-Time Path Finding Algorithm DBA* A Real-Time Path Finding Algorithm By William Lee A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Bachelor of Arts Honours In The Irving K. Barber School of Arts and

More information

Finding Optimal Solutions to Sokoban Using Instance Dependent Pattern Databases

Finding Optimal Solutions to Sokoban Using Instance Dependent Pattern Databases Proceedings of the Sixth International Symposium on Combinatorial Search Finding Optimal Solutions to Sokoban Using Instance Dependent Pattern Databases André Grahl Pereira and Marcus Rolf Peter Ritt and

More information

Domain-Dependent Heuristics and Tie-Breakers: Topics in Automated Planning

Domain-Dependent Heuristics and Tie-Breakers: Topics in Automated Planning Domain-Dependent Heuristics and Tie-Breakers: Topics in Automated Planning Augusto B. Corrêa, André G. Pereira, Marcus Ritt 1 Instituto de Informática Universidade Federal do Rio Grande do Sul (UFRGS)

More information

Theta*: Any-Angle Path Planning on Grids

Theta*: Any-Angle Path Planning on Grids Theta*: ny-ngle Path Planning on Grids lex Nash and Kenny Daniel and Sven Koenig riel Felner omputer Science Department Department of Information Systems Engineering University of Southern alifornia en-gurion

More information

Theta*: Any-Angle Path Planning on Grids

Theta*: Any-Angle Path Planning on Grids Theta*: ny-ngle Path Planning on Grids lex Nash and Kenny Daniel and Sven Koenig riel Felner omputer Science Department Department of Information Systems Engineering University of Southern alifornia en-gurion

More information

Solving Sokoban Optimally using Pattern Databases for Deadlock Detection

Solving Sokoban Optimally using Pattern Databases for Deadlock Detection Solving Sokoban Optimally using Pattern Databases for Deadlock Detection André G. Pereira, Marcus Ritt, Luciana S. Buriol Institute of Informatics Federal University of Rio Grande do Sul, Brazil {agpereira,marcus.ritt,buriol

More information

Optimal Graph Search with Iterated Graph Cuts

Optimal Graph Search with Iterated Graph Cuts Optimal Graph earch with Iterated Graph Cuts David Burkett David Hall Dan Klein Computer cience Division University of California, Berkeley {dburkett,dlwh,klein}@cs.berkeley.edu Abstract Informed search

More information

Notes. Video Game AI: Lecture 5 Planning for Pathfinding. Lecture Overview. Knowledge vs Search. Jonathan Schaeffer this Friday

Notes. Video Game AI: Lecture 5 Planning for Pathfinding. Lecture Overview. Knowledge vs Search. Jonathan Schaeffer this Friday Notes Video Game AI: Lecture 5 Planning for Pathfinding Nathan Sturtevant COMP 3705 Jonathan Schaeffer this Friday Planning vs localization We cover planning today Localization is just mapping a real-valued

More information

Pathfinding in partially explored games environments

Pathfinding in partially explored games environments Pathfinding in partially explored games environments The application of the A Algorithm with Occupancy Grids in Unity3D John Stamford, Arjab Singh Khuman, Jenny Carter & Samad Ahmadi Centre for Computational

More information

Graph and A* Analysis

Graph and A* Analysis Graph and A* Analysis Kyle Ray Entertainment Arts and Engineering University of Utah Salt Lake City, Ut 84102 kray@eng.utah.edu Abstract: Pathfinding in video games is an essential tool to have for both

More information

Moving Target Search with Compressed Path Databases

Moving Target Search with Compressed Path Databases Moving Target Search with Compressed Path Databases Adi Botea IBM Research Dublin, Ireland Jorge A. Baier Computer Science Department PUC Chile Santiago, Chile Daniel Harabor Carlos Hernández NICTA and

More information

Improving Jump Point Search

Improving Jump Point Search Improving Jump Point Search Daniel Harabor and Alban Grastien NICTA and The Australian National University firstname.lastname@nicta.com.au Abstract We give online and offline optimisation techniques to

More information

Automated Route Finding on Digital Terrains

Automated Route Finding on Digital Terrains Automated Route Finding on Digital Terrains D. R. Wichmann and B. C. Wünsche Graphics Group, Dept. of Computer Science, University of Auckland, Private Bag 92019, Auckland, New Zealand. daniel.wichmann@gmail.com,

More information

Canonical Orderings on Grids

Canonical Orderings on Grids Canonical Orderings on Grids Nathan R. Sturtevant Department of Computer Science University of Denver Denver, CO, USA sturtevant@cs.du.edu Steve Rabin Department of Computer Science DigiPen Institute of

More information

A Game Map Complexity Measure Based on Hamming Distance Yan Li, Pan Su, and Wenliang Li

A Game Map Complexity Measure Based on Hamming Distance Yan Li, Pan Su, and Wenliang Li Physics Procedia 22 (2011) 634 640 2011 International Conference on Physics Science and Technology (ICPST 2011) A Game Map Complexity Measure Based on Hamming Distance Yan Li, Pan Su, and Wenliang Li Collage

More information

1 Introduction. 2 Iterative-Deepening A* 3 Test domains

1 Introduction. 2 Iterative-Deepening A* 3 Test domains From: AAAI Technical Report SS-93-04. Compilation copyright 1993, AAAI (www.aaai.org). All rights reserved. Fast Information Distribution for Massively Parallel IDA* Search Diane J. Cook Department of

More information

Computer Game Programming Basic Path Finding

Computer Game Programming Basic Path Finding 15-466 Computer Game Programming Basic Path Finding Robotics Institute Path Planning Sven Path Planning needs to be very fast (especially for games with many characters) needs to generate believable paths

More information

An Introduction to Contraction Hierarchies

An Introduction to Contraction Hierarchies An Introduction to Contraction Hierarchies Daniel D. Harabor Monash University http://harabor.net/daniel Joint work with Peter Stuckey IJCAI Tutorial 018-07-13 1 / 80 Background: Problem / 80 Background:

More information

Target Assignment in Robotics and its Distance Optimality Using DDA Optimization in Image Processing

Target Assignment in Robotics and its Distance Optimality Using DDA Optimization in Image Processing Human Journals Research Article September 2017 Vol.:7, Issue:3 All rights are reserved by Rama Kanta Choudhury et al. Target Assignment in Robotics and its Distance Optimality Using DDA Optimization in

More information

Autonomous robot motion path planning using shortest path planning algorithms

Autonomous robot motion path planning using shortest path planning algorithms IOSR Journal of Engineering (IOSRJEN) e-issn: 2250-3021, p-issn: 2278-8719 Vol. 3, Issue 1 (Jan. 2013), V1 PP 65-69 Autonomous robot motion path planning using shortest path planning algorithms T. Ravi

More information

Common Misconceptions Concerning Heuristic Search

Common Misconceptions Concerning Heuristic Search Common Misconceptions Concerning Heuristic Search Robert C. Holte Computing Science Department, University of Alberta Edmonton, Canada T6G 2E8 (holte@cs.ualberta.ca Abstract This paper examines the following

More information

Multi-Agent Pathfinding. Ko-Hsin Cindy Wang & Adi Botea NICTA & The Australian National University

Multi-Agent Pathfinding. Ko-Hsin Cindy Wang & Adi Botea NICTA & The Australian National University Fast and Memory-Efficient Multi-Agent Pathfinding NICTA & The Australian National University Outline The multi-agent path planning problem + applications Related work Our method: FAR Flow Annotation Replanning

More information

Pathfinding. Artificial Intelligence for gaming

Pathfinding. Artificial Intelligence for gaming Pathfinding Artificial Intelligence for gaming Pathfinding Group AI Execution Management Strategy World Inter face Character AI Decision Making Movement Pathfinding Animation Physics Pathfinding Graphs

More information

Path-finding for Large Scale Multiplayer Computer Games

Path-finding for Large Scale Multiplayer Computer Games McGill University School of Computer Science Game Research at McGill Path-finding for Large Scale Multiplayer Computer Games GR@M Technical Report No. 2006-2 Marc Lanctot Nicolas Ng Man Sun Clark Verbrugge

More information

Simon Peyton Jones (giving the talk) Andrew Goldberg (who did all the work) Microsoft Research

Simon Peyton Jones (giving the talk) Andrew Goldberg (who did all the work) Microsoft Research Simon Peyton Jones (giving the talk) Andrew Goldberg (who did all the work) Microsoft Research Well-known algorithms are fast enough on a reasonable computer but A handheld is not a reasonable computer

More information

Sufficient Conditions for Node Expansion in Bidirectional Heuristic Search

Sufficient Conditions for Node Expansion in Bidirectional Heuristic Search Sufficient Conditions for Node Expansion in Bidirectional Heuristic Search Jürgen Eckerle 1, Jingwei Chen 2, Nathan R. Sturtevant 2, Sandra Zilles 3 and Robert C. Holte 4 1 Berner Fachhochschule 2 University

More information

Introduction to Algorithms / Algorithms I Lecturer: Michael Dinitz Topic: Algorithms and Game Theory Date: 12/3/15

Introduction to Algorithms / Algorithms I Lecturer: Michael Dinitz Topic: Algorithms and Game Theory Date: 12/3/15 600.363 Introduction to Algorithms / 600.463 Algorithms I Lecturer: Michael Dinitz Topic: Algorithms and Game Theory Date: 12/3/15 25.1 Introduction Today we re going to spend some time discussing game

More information

DIT411/TIN175, Artificial Intelligence. Peter Ljunglöf. 19 January, 2018

DIT411/TIN175, Artificial Intelligence. Peter Ljunglöf. 19 January, 2018 DIT411/TIN175, Artificial Intelligence Chapter 3: Classical search algorithms CHAPTER 3: CLASSICAL SEARCH ALGORITHMS DIT411/TIN175, Artificial Intelligence Peter Ljunglöf 19 January, 2018 1 DEADLINE FOR

More information

A Survey and Classification of A* based Best-First Heuristic Search Algorithms

A Survey and Classification of A* based Best-First Heuristic Search Algorithms A Survey and Classification of A* based Best-First Heuristic Search Algorithms Luis Henrique Oliveira Rios and Luiz Chaimowicz Departamento de Ciência da Computação Universidade Federal de Minas Gerais

More information

The problem of path-finding in commercial computer games has to be solved in real

The problem of path-finding in commercial computer games has to be solved in real NEAR OPTIMAL HIERARCHICAL PATH-FINDING Adi Botea, Martin Müller, Jonathan Schaeffer Department of Computing Science University of Alberta Edmonton, Alberta, Canada T6G 2E8 adib@cs.ualberta.ca mmueller@cs.ualberta.ca

More information

A Comparison of Fast Search Methods for Real-Time Situated Agents

A Comparison of Fast Search Methods for Real-Time Situated Agents A Comparison of Fast Search Methods for Real-Time Situated Agents Sven Koenig Computer Science Department, University of Southern California 941 W 37th Street, Los Angeles, California 90089-0781 skoenig@usc.edu

More information

Inconsistent Heuristics

Inconsistent Heuristics Uzi Zahavi Computer Science Bar-Ilan University Ramat-Gan, Israel 925 zahaviu@cs.biu.ac.il Inconsistent Heuristics Ariel Felner Jonathan Schaeffer and Nathan Sturtevant Information Systems Engineering

More information

Human Augmentation in Teleoperation of Arm Manipulators in an Environment with Obstacles

Human Augmentation in Teleoperation of Arm Manipulators in an Environment with Obstacles Human Augmentation in Teleoperation of Arm Manipulators in an Environment with Obstacles I. Ivanisevic and V. Lumelsky Robotics Lab, University of Wisconsin-Madison Madison, Wisconsin 53706, USA iigor@cs.wisc.edu

More information

z θ 1 l 2 θ 2 l 1 l 3 θ 3 θ 4 θ 5 θ 6

z θ 1 l 2 θ 2 l 1 l 3 θ 3 θ 4 θ 5 θ 6 Human Augmentation in Teleoperation of Arm Manipulators in an Environment with Obstacles Λ I. Ivanisevic and V. Lumelsky Robotics Lab, University of Wisconsin-Madison Madison, Wisconsin 53706, USA iigor@cs.wisc.edu

More information

Search in discrete and continuous spaces

Search in discrete and continuous spaces UNSW COMP3431: Robot Architectures S2 2006 1 Overview Assignment #1 Answer Sheet Search in discrete and continuous spaces Due: Start of Lab, Week 6 (1pm, 30 August 2006) The goal of this assignment is

More information

Hierarchical path planning for multi-size agents in heterogenous environments

Hierarchical path planning for multi-size agents in heterogenous environments Hierarchical path planning for multi-size agents in heterogenous environments Daniel Harabor and Adi Botea National ICT Australia and The Australian National University { daniel.harabor adi.botea } at

More information

Course Outline. Video Game AI: Lecture 7 Heuristics & Smoothing. Finding the best location out of several. Variable size units / special movement?

Course Outline. Video Game AI: Lecture 7 Heuristics & Smoothing. Finding the best location out of several. Variable size units / special movement? Course Outline Video Game AI: Lecture 7 Heuristics & Smoothing Nathan Sturtevant COMP 3705 http://aigamedev.com/ now has free interviews! Miscellaneous details Heuristics How better heuristics can be built

More information

Columbia University. Electrical Engineering Department. Fall 1999

Columbia University. Electrical Engineering Department. Fall 1999 Columbia University Electrical Engineering Department Fall 1999 Report of the Project: Knowledge Based Semantic Segmentation Using Evolutionary Programming Professor: Shih-Fu Chang Student: Manuel J. Reyes.

More information

A Cover-Based Approach to Multi-Agent Moving Target Pursuit

A Cover-Based Approach to Multi-Agent Moving Target Pursuit Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference A Cover-Based Approach to Multi-Agent Moving Target Pursuit Alejandro Isaza and Jieshan Lu and Vadim Bulitko

More information

Game AI: The set of algorithms, representations, tools, and tricks that support the creation and management of real-time digital experiences

Game AI: The set of algorithms, representations, tools, and tricks that support the creation and management of real-time digital experiences Game AI: The set of algorithms, representations, tools, and tricks that support the creation and management of real-time digital experiences : A rule of thumb, simplification, or educated guess that reduces

More information

ANY-ANGLE PATH PLANNING. Alex Nash

ANY-ANGLE PATH PLANNING. Alex Nash ANY-ANGLE PATH PLANNING by Alex Nash A Dissertation Presented to the FACULTY OF THE USC GRADUATE SCHOOL UNIVERSITY OF SOUTHERN CALIFORNIA In Partial Fulfillment of the Requirements for the Degree DOCTOR

More information

IMPACT OF LEADER SELECTION STRATEGIES ON THE PEGASIS DATA GATHERING PROTOCOL FOR WIRELESS SENSOR NETWORKS

IMPACT OF LEADER SELECTION STRATEGIES ON THE PEGASIS DATA GATHERING PROTOCOL FOR WIRELESS SENSOR NETWORKS IMPACT OF LEADER SELECTION STRATEGIES ON THE PEGASIS DATA GATHERING PROTOCOL FOR WIRELESS SENSOR NETWORKS Indu Shukla, Natarajan Meghanathan Jackson State University, Jackson MS, USA indu.shukla@jsums.edu,

More information

Learning to Choose Instance-Specific Macro Operators

Learning to Choose Instance-Specific Macro Operators Learning to Choose Instance-Specific Macro Operators Maher Alhossaini Department of Computer Science University of Toronto Abstract The acquisition and use of macro actions has been shown to be effective

More information

Multi-Agent System with Artificial Intelligence

Multi-Agent System with Artificial Intelligence Multi-Agent System with Artificial Intelligence Rabia Engin MSc Computer Animation and Visual Effects Bournemouth University August, 2016 1 Abstract Multi-agent systems widely uses to produce or reproduce

More information

Theta*: Any-Angle Path Planning on Grids

Theta*: Any-Angle Path Planning on Grids Theta*: ny-ngle Path Planning on Grids Kenny Daniel lex Nash Sven Koenig omputer Science Department University of Southern alifornia Los ngeles, alifornia 90089-0781, US riel Felner Department of Information

More information

Benchmarks for Pathfinding in 3D Voxel Space

Benchmarks for Pathfinding in 3D Voxel Space Benchmarks for Pathfinding in 3D Voxel Space Daniel Brewer Digital Extremes London, Ontario, Canada silentbob.za@gmail.com Nathan R. Sturtevant Department of Computer Science University of Denver Denver,

More information

Instant Prediction for Reactive Motions with Planning

Instant Prediction for Reactive Motions with Planning The 2009 IEEE/RSJ International Conference on Intelligent Robots and Systems October 11-15, 2009 St. Louis, USA Instant Prediction for Reactive Motions with Planning Hisashi Sugiura, Herbert Janßen, and

More information

Formalizing the PRODIGY Planning Algorithm

Formalizing the PRODIGY Planning Algorithm Formalizing the PRODIGY Planning Algorithm Eugene Fink eugene@cs.cmu.edu http://www.cs.cmu.edu/~eugene Manuela Veloso veloso@cs.cmu.edu http://www.cs.cmu.edu/~mmv Computer Science Department, Carnegie

More information

Fringe Search: Beating A* at Pathfinding on Game Maps

Fringe Search: Beating A* at Pathfinding on Game Maps Fringe Search: Beating A* at Pathfinding on Game Maps Yngvi Björnsson Markus Enzenberger, Robert C. Holte and Jonathan Schaeffer School of Computer Science Department of Computing Science Reykjavik University

More information

Chapter I INTRODUCTION. and potential, previous deployments and engineering issues that concern them, and the security

Chapter I INTRODUCTION. and potential, previous deployments and engineering issues that concern them, and the security Chapter I INTRODUCTION This thesis provides an introduction to wireless sensor network [47-51], their history and potential, previous deployments and engineering issues that concern them, and the security

More information

Coarse-to-Fine Search Techniques

Coarse-to-Fine Search Techniques Coarse-to-Fine Search Techniques by Ken Anderson, Nathan Sturtevant, Robert Holte, and Jonathan Schaeffer Technical Report TR 08-05 April 2008 DEPARTMENT OF COMPUTING SCIENCE University of Alberta Edmonton,

More information

Don t Split, Try To Work It Out: Bypassing Conflicts in Multi-Agent Pathfinding

Don t Split, Try To Work It Out: Bypassing Conflicts in Multi-Agent Pathfinding Proceedings of the Twenty-Fifth International Conference on Automated Planning and Scheduling Don t Split, Try To Work It Out: Bypassing Conflicts in Multi-Agent Pathfinding Eli Boyarski CS Department

More information

Extending PDDL for Hierarchical Planning and Topological Abstraction

Extending PDDL for Hierarchical Planning and Topological Abstraction Extending PDDL for Hierarchical Planning and Topological Abstraction Adi Botea and Martin Müller and Jonathan Schaeffer Department of Computing Science, University of Alberta Edmonton, Alberta, Canada

More information

Incremental Search-Based Path Planning for Moving Target Search. Xiaoxun Sun

Incremental Search-Based Path Planning for Moving Target Search. Xiaoxun Sun Incremental Search-Based Path Planning for Moving Target Search by Xiaoxun Sun A Dissertation Presented to the FACULTY OF THE USC GRADUATE SCHOOL UNIVERSITY OF SOUTHERN CALIFORNIA In Partial Fulfillment

More information

Math 381 Discrete Mathematical Modeling

Math 381 Discrete Mathematical Modeling Math 381 Discrete Mathematical Modeling Sean Griffin Today: -Equipment Replacement Problem -Min Spanning Tree Problem -Clustering Friday s Plan Intro to LPSolve software Download before class (link on

More information

Efficient Crowd Simulation for Mobile Games

Efficient Crowd Simulation for Mobile Games 24 Efficient Crowd Simulation for Mobile Games Graham Pentheny 24.1 Introduction 24.2 Grid 24.3 Flow Field 24.4 Generating the Flow Field 24.5 Units 24.6 Adjusting Unit Movement Values 24.7 Mobile Limitations

More information

Online Bridged Pruning for Real-Time Search with Arbitrary Lookaheads

Online Bridged Pruning for Real-Time Search with Arbitrary Lookaheads Online Bridged Pruning for Real-Time Search with Arbitrary Lookaheads Carlos Hernández Ulloa, Adi Botea, Jorge A. Baier,, Vadim Bulitko Chilean Center for Semantic Web Research IBM Research, Ireland Pontificia

More information

Hierarchical Path Planning for Multi-Size Agents in Heterogeneous Environments

Hierarchical Path Planning for Multi-Size Agents in Heterogeneous Environments Hierarchical Path Planning for Multi-Size Agents in Heterogeneous Environments Daniel Harabor Adi Botea Abstract Path planning is a central topic in games and other research areas, such as robotics. Despite

More information

New Flow-based Heuristic for Search Algorithms Solving Multi-Agent Path Finding

New Flow-based Heuristic for Search Algorithms Solving Multi-Agent Path Finding New Flow-based Heuristic for Search Algorithms Solving Multi-Agent Path Finding Jiri Svancara 1, Pavel Surynek 1,2 1 Faculty of Mathematics and Physics, Charles University, Prague, Czech Republic 2 National

More information

A* search algorithm - Wikipedia

A* search algorithm - Wikipedia A* search algorithm In computer science, A* (pronounced as "A star") is a computer Class Search algorithm that is widely used in pathfinding and graph traversal, algorithm which is the process of finding

More information

Value Back-Propagation versus Backtracking in Real-Time Heuristic Search

Value Back-Propagation versus Backtracking in Real-Time Heuristic Search Value Back-Propagation versus Backtracking in Real-Time Heuristic Search Sverrir Sigmundarson and Yngvi Björnsson Department of Computer Science Reykjavik University Ofanleiti 2 103 Reykjavik, ICELAND

More information

Path Planning Algorithm in Complex Environment: A Survey

Path Planning Algorithm in Complex Environment: A Survey Path Planning Algorithm in Complex Environment: A Survey Atikah JANIS & Abdullah BADE* Mathematics, Graphics and Visualization Research Group (M-GRAVS), Faculty of Science and Natural Resources, Universiti

More information

Combining Bounding Boxes and JPS to Prune Grid Pathfinding

Combining Bounding Boxes and JPS to Prune Grid Pathfinding Combining Bounding Boxes and JPS to Prune Grid Pathfinding Steve Rabin Dept. of Computer Science DigiPen Institute of Technology Redmond, WA, USA steve.rabin@gmail.com Nathan R. Sturtevant Dept. of Computer

More information

Instance-Based Action Models for Fast Action Planning

Instance-Based Action Models for Fast Action Planning Instance-Based Action Models for Fast Action Planning Mazda Ahmadi and Peter Stone Department of Computer Sciences The University of Texas at Austin 1 University Station C0500, Austin, TX 78712-0233 Email:{mazda,pstone}@cs.utexas.edu

More information

Prediction-Based Path Planning with Obstacle Avoidance in Dynamic Target Environment

Prediction-Based Path Planning with Obstacle Avoidance in Dynamic Target Environment 48 Prediction-Based Path Planning with Obstacle Avoidance in Dynamic Target Environment Zahraa Y. Ibrahim Electrical Engineering Department University of Basrah Basrah, Iraq Abdulmuttalib T. Rashid Electrical

More information

Non-Homogeneous Swarms vs. MDP s A Comparison of Path Finding Under Uncertainty

Non-Homogeneous Swarms vs. MDP s A Comparison of Path Finding Under Uncertainty Non-Homogeneous Swarms vs. MDP s A Comparison of Path Finding Under Uncertainty Michael Comstock December 6, 2012 1 Introduction This paper presents a comparison of two different machine learning systems

More information

Artificial Intelligence

Artificial Intelligence Torralba and Wahlster Artificial Intelligence Chapter 8: Constraint Satisfaction Problems, Part I 1/48 Artificial Intelligence 8. CSP, Part I: Basics, and Naïve Search What to Do When Your Problem is to

More information

Towards Using Discrete Multiagent Pathfinding to Address Continuous Problems

Towards Using Discrete Multiagent Pathfinding to Address Continuous Problems Towards Using Discrete Multiagent Pathfinding to Address Continuous Problems Athanasios Krontiris University of Nevada, Reno Reno, NV 89557 USA tdk.krontir@gmail.com Qandeel Sajid University of Nevada,

More information

Finetuning Randomized Heuristic Search For 2D Path Planning: Finding The Best Input Parameters For R* Algorithm Through Series Of Experiments

Finetuning Randomized Heuristic Search For 2D Path Planning: Finding The Best Input Parameters For R* Algorithm Through Series Of Experiments Finetuning Randomized Heuristic Search For 2D Path Planning: Finding The Best Input Parameters For R* Algorithm Through Series Of Experiments Konstantin Yakovlev, Egor Baskin, Ivan Hramoin Institute for

More information

Ultra-Fast Optimal Pathfinding without Runtime Search

Ultra-Fast Optimal Pathfinding without Runtime Search Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment Ultra-Fast Optimal Pathfinding without Runtime Search Adi Botea NICTA and the Australian National

More information