Abstract

In this paper we introduce the Biased Cost Pathfinding (BCP) algorithm as a simple yet effective meta-algorithm that can be fused with any single-agent search method in order to make it usable in multi-agent environments. In particular, we focus on pathfinding problems common in real-time strategy games where units can have different functions and mission priorities. We evaluate BCP paired with the A* algorithm in several game-like scenarios. Performance improvement of up to 90% is demonstrated with respect to several metrics.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.