Automatic State Abstraction for Pathfinding in Real-Time Video Games

Automatic State Abstraction for Pathfinding in Real-Time Video Games
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实时视频游戏中寻路的自动状态抽象

DOI:
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发表时间:
2005
期刊:
Symposium on Abstraction, Reformulation and Approximation
影响因子:
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通讯作者:
M. Buro
M. Buro
中科院分区:
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文献类型:
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作者:
Nathan R Sturtevant;V. Bulitko;M. Buro

文献摘要

被引文献

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实时视频游戏是寻路和搜索的独特领域。传统的搜索方法通常假设具有单个代理的静态世界。但是,在实时视频游戏中存在多个合作和对抗代理。虽然大多数游戏中的搜索空间相对较小,但算法预计只需几毫秒即可完成规划。因此,需要抽象等技术来在这些世界中有效地推理和行动。我们概述了我们在该领域已完成的研究以及当前和未来的工作领域。
Real-time video games are a unique domain for pathfinding and search. Traditional approaches to search have usually assumed static worlds with a single agent. But, in real-time video games there are multiple cooperative and adversarial agents. While the search space in most games is relatively small, algorithms are expected to plan in mere milliseconds. Thus, techniques such as abstraction are needed to effectively reason and act in these worlds. We provide an overview of the research we have completed in this area, as well as areas of current and future work.