采用A*算法的多移动主体避碰

Kevin Neuschwander, Rolf Dornberger, T. Hanne
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引用次数: 0

摘要

A*算法是最流行的寻径算法之一。基本算法可以在静态环境中可靠地找到agent的最佳路径。然而,关于该算法在动态上下文中的行为方式的知识有限。寻径问题中的一个重要动态元素可能是其他代理在同一环境中同时移动,例如在各种实时策略游戏的应用场景中。使用基本的$\mathbf{A}^{*}$算法,这些代理可能会发生碰撞,特别是在绕过障碍物或通过狭窄通道时。为了避免碰撞,提出了一种改进的智能体控制方法。这个扩展包括引入等待时间,当一个代理移动到另一个代理已经位于的地方。将等待时间算子直接纳入优化算法中,激励算法寻找避免这些等待时间的替代路径。由此产生的路线可能距离更长,但可能更快,因为代理避开了另一个封锁。不同设置的实验表明,该算法实现了这一目标:在所有设置下,包括狭窄的通道,代理之间的碰撞不再被检测到。此外,搜索备选路径有助于算法以10%以上的速度找到路径。在80%的情况下,最慢路径的持续时间也可以减少。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Collision Avoidance of Multiple Moving Agents by Adapting the A* Algorithm
The A* algorithm is one of the most popular pathfinding algorithms. The basic algorithm can reliably find the best path for an agent in a static environment. However, there is only limited knowledge on how the algorithm behaves in a dynamic context. One important dynamic element in a pathfinding problem might be other agents moving simultaneously in the same environment, such as in the application scenarios of various real-time strategy games. With the basic $\mathbf{A}^{*}$ algorithm, these agents could collide, especially when moving around an obstacle or through a narrow passage. To avoid collisions, a modified agent control is proposed. This extension consists of introducing a waiting time when an agent moves to a place where another agent is already located. The waiting time operator is directly included into the optimization algorithm, stimulating the algorithm to search for alternative routes that avoid these waiting times. The resulting routes might be longer in distance but could be faster because the agent avoids the other blockade. Experiments with different settings indicate that the algorithm achieves this goal: In all settings, including narrow passages, collisions between agents were no longer detected. Furthermore, searching for alternative routes helps the algorithm find paths which are more than 10% faster. The duration of the slowest path can also be reduced in 80% of cases.
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