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.V27I1.8528

Markdown

[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.V27I1.8528

BibTeX

@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/}
}