{"title":"Using a Genetic Algorithm to Explore A*-like Pathfinding Algorithms","authors":"Ryan E. Leigh, S. Louis, C. Miles","doi":"10.1109/CIG.2007.368081","DOIUrl":null,"url":null,"abstract":"We use a genetic algorithm to explore the space of pathfinding algorithms in Lagoon, a 3D naval real-time strategy game and training simulation. To aid in training, Lagoon tries to provide a rich environment with many agents (boats) that maneuver realistically. A*, the traditional pathfinding algorithm in games is computationally expensive when run for many agents and A* paths quickly lose validity as agents move. Although there is a large literature targeted at making A* implementations faster, we want believability and optimal paths may not be believable. In this paper we use a genetic algorithm to search the space of network search algorithms like A* to find new pathfinding algorithms that are near-optimal, fast, and believable. Our results indicate that the genetic algorithm can explore this space well and that novel pathfinding algorithms (found by our genetic algorithm) quickly find near-optimal, more-believable paths in Lagoon","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"135 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"41","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 IEEE Symposium on Computational Intelligence and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2007.368081","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 41
Abstract
We use a genetic algorithm to explore the space of pathfinding algorithms in Lagoon, a 3D naval real-time strategy game and training simulation. To aid in training, Lagoon tries to provide a rich environment with many agents (boats) that maneuver realistically. A*, the traditional pathfinding algorithm in games is computationally expensive when run for many agents and A* paths quickly lose validity as agents move. Although there is a large literature targeted at making A* implementations faster, we want believability and optimal paths may not be believable. In this paper we use a genetic algorithm to search the space of network search algorithms like A* to find new pathfinding algorithms that are near-optimal, fast, and believable. Our results indicate that the genetic algorithm can explore this space well and that novel pathfinding algorithms (found by our genetic algorithm) quickly find near-optimal, more-believable paths in Lagoon