Artificial Intelligence for Computer Games 2011
DOI: 10.1007/978-1-4419-8188-2_1
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Real-Time Heuristic Search for Pathfinding in Video Games

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Cited by 26 publications
(15 citation statements)
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“…in [20]. The graph data structure is widely used by many applications, such as the representation of transport networks [1], video-game design [8], automated design of digital circuits [19], making the study of snapshot objects pertinent even to these areas.…”
Section: Introductionmentioning
confidence: 99%
“…in [20]. The graph data structure is widely used by many applications, such as the representation of transport networks [1], video-game design [8], automated design of digital circuits [19], making the study of snapshot objects pertinent even to these areas.…”
Section: Introductionmentioning
confidence: 99%
“…Real-time search is a wellestablished area addressing this through dedicated heuristic search algorithms (e.g. Korf 1990; Bulitko and Lee 2006;Koenig and Sun 2009;Bulitko et al 2011;Hernández and Baier 2012;Kiesel, Burns, and Ruml 2015). One important issue in this context is completeness: guaranteeing that the agent will eventually reach a goal state.…”
Section: Introductionmentioning
confidence: 99%
“…There has been a significant amount of research in recent years on pathfinding, especially in computer games (Bulitko, 2011). Games, especially real time strategy games 1 , are strong drivers of research in this field, as they require the implementation of an increasing numbers of AI agents 2 with ever increasing complexity.…”
Section: Introductionmentioning
confidence: 99%