Trading Space for Time in Grid-Based Path Finding
Abstract
Grid-based path finding is required in many games to move agents. We present an algorithm called DBA* that uses a database of pre-computed paths to reduce the time to solve search problems. When evaluated using benchmark maps from Dragon Age™, DBA* requires less time for search and produces less suboptimal paths than the PRA* implementation used in Dragon Age™.
Cite
Text
Lee and Lawrence. "Trading Space for Time in Grid-Based Path Finding." AAAI Conference on Artificial Intelligence, 2013. doi:10.1609/AAAI.V27I1.8528Markdown
[Lee and Lawrence. "Trading Space for Time in Grid-Based Path Finding." AAAI Conference on Artificial Intelligence, 2013.](https://mlanthology.org/aaai/2013/lee2013aaai-trading/) doi:10.1609/AAAI.V27I1.8528BibTeX
@inproceedings{lee2013aaai-trading,
title = {{Trading Space for Time in Grid-Based Path Finding}},
author = {Lee, William and Lawrence, Ramon},
booktitle = {AAAI Conference on Artificial Intelligence},
year = {2013},
pages = {1625-1626},
doi = {10.1609/AAAI.V27I1.8528},
url = {https://mlanthology.org/aaai/2013/lee2013aaai-trading/}
}