Benchmarks for Pathfinding Search: Iron Harvest

Daniel Damir Harabor, Ryan Hechenberger, Thomas Jahn
{"title":"Benchmarks for Pathfinding Search: Iron Harvest","authors":"Daniel Damir Harabor, Ryan Hechenberger, Thomas Jahn","doi":"10.1609/socs.v15i1.21770","DOIUrl":null,"url":null,"abstract":"Pathfinding is a central topic in AI for games, with many approaches having been suggested. But comparing different algorithms is tricky, because design choices stem from different practical considerations; e.g., some pathfinding systems are grid-based, others rely on a navigation mesh or visibility graph and so on. Current benchmarks mirror this trend, focusing on one set of assumptions while ignoring the rest. In this work we present a new unified benchmark using data from the game Iron Harvest. For 35 different levels in the game we generate several complementary map representations (grid, mesh and obstacle-set) and we provide a common set of challenging instances. We describe and analyse the new benchmark and then compare several leading pathfinding algorithms that begin from different assumption sets. Our goal is to allow researchers and practitioners to better understand the relative strengths and weakness of competing techniques.","PeriodicalId":425645,"journal":{"name":"Symposium on Combinatorial Search","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Symposium on Combinatorial Search","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/socs.v15i1.21770","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Pathfinding is a central topic in AI for games, with many approaches having been suggested. But comparing different algorithms is tricky, because design choices stem from different practical considerations; e.g., some pathfinding systems are grid-based, others rely on a navigation mesh or visibility graph and so on. Current benchmarks mirror this trend, focusing on one set of assumptions while ignoring the rest. In this work we present a new unified benchmark using data from the game Iron Harvest. For 35 different levels in the game we generate several complementary map representations (grid, mesh and obstacle-set) and we provide a common set of challenging instances. We describe and analyse the new benchmark and then compare several leading pathfinding algorithms that begin from different assumption sets. Our goal is to allow researchers and practitioners to better understand the relative strengths and weakness of competing techniques.
寻径搜索的基准:铁收获
寻径是游戏AI的核心主题,有许多方法被提出。但比较不同的算法是棘手的,因为设计选择源于不同的实际考虑;例如,有些寻路系统是基于网格的,有些则依赖于导航网格或可见性图等。目前的基准反映了这一趋势,只关注一组假设,而忽略了其他假设。在这项工作中,我们提出了一个新的统一基准,使用游戏铁收获的数据。对于游戏中的35个不同关卡,我们生成了几个互补的地图表示(网格、网格和障碍设置),并提供了一组常见的具有挑战性的实例。我们描述和分析了新的基准,然后比较了几种从不同假设集开始的领先寻径算法。我们的目标是让研究人员和从业者更好地了解竞争技术的相对优势和劣势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信