会议专题

A Path-finding Algorithm Based on Minimal-Rectangle-Closure Partition

Path-finding is an important part of Game AI and we give a general introduction of two popular path-finding algorithms: A* and HPA* in this paper. HPA* which is based on hierarchical searching has obviously reduced the store and time cost of A*. However, HPA* does not consider the terrain information when partitioning maps, lowering the path-finding optimal degree in open areas. We present a method based on finding a minimal rectangle which can cover the obstacles. By doing this, large open area changes into a few rectangle clusters of which number is smaller than that of HPA*. In such clusters, path-finding can be done like the beeline path-finding. At last, we point out the very kind of maps HPA* or our method suits.

path-finding A* HPA* minimal rectangle computer game

Yan Li Tiesong Li Cai Chen

Machine Learning Center, Faculty of Mathematics and Computer Science, Hebei University Baoding City, Hebei Province, China

国际会议

2010 International Conference on Circuit and Signal Processing(2010年电路与信号处理国际会议 ICCSP 2010)

上海

英文

111-114

2010-12-25(万方平台首次上网日期,不代表论文的发表时间)