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Automatic State Abstraction for Pathfinding in Real-Time Video Games
Author(s) -
Nathan Sturtevant,
Vadim Bulitko,
Michael Buro
Publication year - 2005
Publication title -
lecture notes in computer science
Language(s) - English
Resource type - Book series
SCImago Journal Rank - 0.249
H-Index - 400
eISSN - 1611-3349
pISSN - 0302-9743
ISBN - 3-540-27872-9
DOI - 10.1007/11527862_34
Subject(s) - computer science , pathfinding , abstraction , adversarial system , domain (mathematical analysis) , state (computer science) , video game , plan (archaeology) , human–computer interaction , artificial intelligence , theoretical computer science , programming language , multimedia , graph , mathematical analysis , philosophy , mathematics , archaeology , epistemology , shortest path problem , history
Real-time video games are a unique domain for pathfinding and search. Traditional approaches to search have usually assumed static worlds with a single agent. But, in real-time video games there are multiple cooperative and adversarial agents. While the search space in most games is relatively small, algorithms are expected to plan in mere milliseconds. Thus, techniques such as abstraction are needed to effectively reason and act in these worlds. We provide an overview of the research we have completed in this area, as well as areas of current and future work.

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