Path planning on gridmaps is a common problem in AI and a popular topic in application areas such as computer games. Compressed Path Databases (CPDs) represent a state-of-theart approach to the problem, in terms of the speed of computing full optimal paths and also individual optimal moves. Despite significant improvements in recent years, the memory required to store a CPD can still be a bottleneck for large game maps. In this work we present a new compression approach that can reduce the size of CPDs. Our approach uses an extended notion of wildcards and a novel concept called a redundant symbol. We implement our ideas on top of a state-of-the-art CPD system and, in a range of experiments, we demonstrate a substantial reduction in the size of CPDs.
We consider the design and implementation of a centralised oracle that provides commuters with customised and congestion-aware driving directions. Computing directions for a single journey is straightforward, but doing so at city-scale, in real-time, and under changing conditions is extremely challenging. In this work we describe a new type of centralised oracle which combines fast database-driven path planning with a query management system that distributes work across a small commodity cluster of networked machines. Our system allows large-scale changes to the underlying graph metric, from one query to the next, and it supports a variety of query types including optimal, bounded suboptimal, time-budgeted and k-prefix. Simulated experiments show strong results: we can provide real-time routing for all peak-hour commuter trips in the city of Melbourne, Australia.
Compressed Path Databases (CPDs) are a state-of-the-art method for path planning. They record, for each start position, an optimal first move to reach any target position. Computing an optimal path with CPDs is extremely fast and requires no state-space search. The main disadvantages are overhead related: building a CPD usually involves an all-pairs precomputation, and storing the result often incurs prohibitive space overheads. Previous research has focused on reducing the size of CPDs and/or improving their online performance. In this paper we consider a new type of CPD, which can also dramatically reduce preprocessing times. Our idea involves computing first-move data for only selected target nodes; chosen in such a way as to guarantee that the cost of any extracted path is within a fixed bound of the optimal solution. Empirical results demonstrate that our new bounded suboptimal CPDs improve preprocessing times by orders of magnitude. They further reduce storage costs, and compute paths more quickly – all in exchange for only a small amount of suboptimality.
JPS (Jump Point Search) is a state-of-the-art optimal algorithm for online grid-based pathfinding. Widely used in games and other navigation scenarios, JPS nevertheless can exhibit pathological behaviours which are not well studied: (i) it may repeatedly scan the same area of the map to find successors; (ii) it may generate and expand suboptimal search nodes. In this work, we examine the source of these pathological behaviours, show how they can occur in practice, and propose a purely online approach, called Constrained JPS (CJPS), to tackle them efficiently. Experimental results show that CJPS has low overheads and is often faster than JPS in dynamically changing grid environments: by up to 7x in large game maps and up to 14x in pathological scenarios.
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