Abstract
Grid-based path finding is required in many games to move agents. We present an algorithm called DBA* that uses a database of pre-computed paths to reduce the time to solve search problems. When evaluated using benchmark maps from Dragon Age™, DBA* requires less time for search and produces less suboptimal paths than the PRA* implementation used in Dragon Age™ Copyright © 2013, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
Cite
CITATION STYLE
Lee, W., & Lawrence, R. (2013). Trading space for time in grid-based path finding. In Proceedings of the 27th AAAI Conference on Artificial Intelligence, AAAI 2013 (pp. 1625–1626). Association for the Advancement of Artificial Intelligence. https://doi.org/10.1609/aaai.v27i1.8528
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