2021
DOI: 10.1609/aiide.v3i1.18791
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HPA* Enhancements

Abstract: In video games, pathfinding must be done quickly and accurately. Not much computational time is allowed for pathfinding, but realistic looking paths are required. One approach to pathfinding which attempts to satisfy both of these constraints is to perform pathfinding on abstractions of the map. Botea et al.'s Hierarchical Pathfinding A* (HPA*) does this by dividing the map into square sectors and defining entrances between them. Although HPA* performs quick pathfinding which produces near-optimal paths, some … Show more

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Cited by 6 publications
(5 citation statements)
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“…Existing path planning algorithms are capable of effectively completing planning tasks and ensuring the validity of their paths. However, as the environment and map scale up, algorithms like A* and its variants (Hart et al, 1968b;Korf et al, 2001;Harabor and Grastien, 2011;Jansen and Buro, 2007) encounter an exponential increase in computational and memory demands. This occurs because the pathfinding process can become sub-optimal (see Figure 1), where the algorithm might spend unnecessary effort exploring less relevant areas, leading to exponential increases in time complexity as the map size enlarges.…”
Section: Introductionmentioning
confidence: 99%
“…Existing path planning algorithms are capable of effectively completing planning tasks and ensuring the validity of their paths. However, as the environment and map scale up, algorithms like A* and its variants (Hart et al, 1968b;Korf et al, 2001;Harabor and Grastien, 2011;Jansen and Buro, 2007) encounter an exponential increase in computational and memory demands. This occurs because the pathfinding process can become sub-optimal (see Figure 1), where the algorithm might spend unnecessary effort exploring less relevant areas, leading to exponential increases in time complexity as the map size enlarges.…”
Section: Introductionmentioning
confidence: 99%
“…Subsequently, the initial and destination points were connected to the graph to create the final path. The method has undergone several improvements [29,30]. HPA* is designed to perform path planning on a nonuniform cost grid and is primarily employed in the fields of robotics and gaming.…”
Section: Introductionmentioning
confidence: 99%
“…FIGURE 2.17: The HPA* graph inter-cluster and intra-cluster links [Anguelov, 2012] Intra edge searches proves to be costly in hierarchical algorithms, to solve this problem, search for intra edges are postponed with the anticipation that intra edges may not be required in the short run, or the set of cluster data may change before the need of intra edges, avoiding expensive operation which may lead to a costly search in the long run [Jansen and Buro, 2007].…”
Section: Merits Of Using Hierarchical Pathfindingmentioning
confidence: 99%
“…with the pair of start and goal nodes inserted, a refined abstract path is the created. But the use of several A * searches results in more computational costs [Jansen and Buro, 2007].…”
Section: Merits Of Using Hierarchical Pathfindingmentioning
confidence: 99%
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