HPA* Enhancements

M. Jansen, M. Buro
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引用次数: 17

Abstract

In video games, pathfinding must be done quickly and accurately. Not much computational time is allowed for pathfinding, but realistic looking paths are required. One approach to pathfinding which attempts to satisfy both of these constraints is to perform pathfinding on abstractions of the map. Botea et al.'s Hierarchical Pathfinding A* (HPA*) does this by dividing the map into square sectors and defining entrances between them. Although HPA* performs quick pathfinding which produces near-optimal paths, some improvements can be introduced. Here we discuss a faster path smoothing method, an alternative way to compute the weights of abstract edges, and lazy edge weight computations.
HPA *增强
在电子游戏中,寻径必须快速而准确地完成。寻径所需的计算时间并不多,但需要真实的路径。一种试图满足这两个约束的寻路方法是在地图的抽象上执行寻路。Botea等人的分层寻路A* (HPA*)通过将地图划分为正方形扇区并在它们之间定义入口来实现这一点。虽然HPA*执行快速寻路,产生接近最优的路径,但可以引入一些改进。在这里,我们讨论了一种更快的路径平滑方法,一种计算抽象边权的替代方法,以及惰性边权的计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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