M. Likhachev and S. Koenig. Incremental Heuristic Search in Games: The Quest for Speed [Short Paper]. In Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), pages 118-120, 2006.

Abstract: Robot path-planning methods can be used in real-time computer games but then need to run fast to ensure that the game characters move in real time, an issue addressed by incremental heuristic search methods. In this paper, we demonstrate how one can speed up D* Lite, an incremental heuristic search method that implements planning with the freespace assumption to move game characters in initially unknown or partially unknown terrain to given goal coordinates. We speed up D* Lite by implementing its priority queue with buckets rather than a binary heap. This non-trivial change reduces its runtime by a factor of two and effectively doubles the number of game characters that real-time computer games can afford.

Download the paper in pdf.

Many publishers do not want authors to make their papers available electronically after the papers have been published. Please use the electronic versions provided here only if hardcopies are not yet available. If you have comments on any of these papers, please send me an email! Also, please send me your papers if we have common interests.

This page was automatically created by a bibliography maintenance system that was developed as part of an undergraduate research project, advised by Sven Koenig.