Dynamic control in real-time heuristic search

被引:17
|
作者
Bulitko, Vadim [1 ]
Lustrek, Mitja [2 ]
Schaeffer, Jonathan [1 ]
Bjornsson, Yngvi [3 ]
Sigmundarson, Sverrir [4 ]
机构
[1] Univ Alberta, Dept Comp Sci, Edmonton, AB T6G 2E8, Canada
[2] Jozef Stefan Inst, Dept Intelligent Syst, Ljubljana 1000, Slovenia
[3] Reykjavik Univ, Sch Comp Sci, IS-103 Reykjavik, Iceland
[4] Landsbanki London Branch, London EC3A 7QR, England
关键词
57;
D O I
10.1613/jair.2497
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms ( e. g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.
引用
收藏
页码:419 / 452
页数:34
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