改进导航网格的分层寻路

Vahid Rahmani, N. Pelechano
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引用次数: 8

摘要

电子游戏寻路的挑战在于尽可能高效地计算最优或接近最优路径。随着环境大小和自主代理数量的增加,这种计算必须在内存和CPU资源的硬约束下完成。海航*等分层方法可以更有效地计算路径,尽管只适用于层次结构的某些配置。对于其他配置,在将起始位置和目标位置插入层次结构时,性能可能会急剧下降。在本文中,我们提出了改进的海航*,以消除瓶颈。我们提出了不同的方法,依赖于进一步的内存存储或CPU和GPU的并行性,并进行了比较评估。结果显示,对于所有测试的配置和场景,都有重要的加速。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improvements to hierarchical pathfinding for navigation meshes
The challenge of path-finding in video games is to compute optimal or near optimal paths as efficiently as possible. As both the size of the environments and the number of autonomous agents increase, this computation has to be done under hard constraints of memory and CPU resources. Hierarchical approaches, such as HNA* can compute paths more efficiently, although only for certain configurations of the hierarchy. For other configurations, performance can drop drastically when inserting the start and goal position into the hierarchy. In this paper we present improvements to HNA* to eliminate bottlenecks. We propose different methods that rely on further memory storage or parallelism on both CPU and GPU, and carry out a comparative evaluation. Results show an important speed-up for all tested configurations and scenarios.
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