{"title":"Optimization Using Boundary Lookup Jump Point Search","authors":"Jason M. Traish, J. Tulip, W. Moore","doi":"10.1109/TCIAIG.2015.2421493","DOIUrl":null,"url":null,"abstract":"Cache-based path-finding algorithms lose much of their advantage in dynamic environments where fast online search algorithms are required. Jump point search (JPS) is such a fast algorithm. It works by eliminating most map nodes from evaluation during path expansion. Boundary lookup jump point search (BL-JPS) is a modification that improves the speed of JPS. BL-JPS records the positions of obstacle boundaries and uses these via direct lookup to eliminate much of the iteration involved in searching for jump points in the JPS algorithm. Two sets of experiments are presented, demonstrating the effects of BL-JPS in both static and dynamic environments. The effects of different approaches to cache rebuilding for JPS+ in dynamic environments are also evaluated. Results show that BL-JPS is generally much faster than JPS. It is slower than JPS+ in static environments, but in dynamic environments, BL-JPS outperforms JPS+ for a single search. When multiple paths are searched, the effects of cache rebuilding gradually dominate the effects of search speed, resulting in JPS+ again becoming faster. However, combining JPS+ with BL-JPS provides a very fast path-finding algorithm (BL-JPS+) that outperforms JPS+ over a range of map types and numbers of paths searched.","PeriodicalId":49192,"journal":{"name":"IEEE Transactions on Computational Intelligence and AI in Games","volume":"17 1","pages":"268-277"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TCIAIG.2015.2421493","citationCount":"10","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Computational Intelligence and AI in Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TCIAIG.2015.2421493","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 10
Abstract
Cache-based path-finding algorithms lose much of their advantage in dynamic environments where fast online search algorithms are required. Jump point search (JPS) is such a fast algorithm. It works by eliminating most map nodes from evaluation during path expansion. Boundary lookup jump point search (BL-JPS) is a modification that improves the speed of JPS. BL-JPS records the positions of obstacle boundaries and uses these via direct lookup to eliminate much of the iteration involved in searching for jump points in the JPS algorithm. Two sets of experiments are presented, demonstrating the effects of BL-JPS in both static and dynamic environments. The effects of different approaches to cache rebuilding for JPS+ in dynamic environments are also evaluated. Results show that BL-JPS is generally much faster than JPS. It is slower than JPS+ in static environments, but in dynamic environments, BL-JPS outperforms JPS+ for a single search. When multiple paths are searched, the effects of cache rebuilding gradually dominate the effects of search speed, resulting in JPS+ again becoming faster. However, combining JPS+ with BL-JPS provides a very fast path-finding algorithm (BL-JPS+) that outperforms JPS+ over a range of map types and numbers of paths searched.
期刊介绍:
Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.