用遗传算法探索类a *寻路算法

Ryan E. Leigh, S. Louis, C. Miles
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引用次数: 41

摘要

我们使用遗传算法来探索寻路算法的空间,泻湖,一个三维海军实时战略游戏和训练模拟。为了帮助训练,Lagoon试图提供一个丰富的环境,其中有许多真实机动的代理(船)。A*,游戏中的传统寻径算法在运行许多代理时计算成本很高,并且随着代理的移动,A*路径很快失去有效性。尽管有大量的文献以使a *实现更快为目标,但我们想要的是可信度,而最优路径可能不可信。在本文中,我们使用遗传算法来搜索网络搜索算法(如a *)的空间,以寻找接近最优、快速和可信的新寻路算法。我们的研究结果表明,遗传算法可以很好地探索这个空间,并且新的寻径算法(由我们的遗传算法发现)可以快速找到泻湖中接近最优的,更可信的路径
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Using a Genetic Algorithm to Explore A*-like Pathfinding Algorithms
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
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