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A study on Bee algorithm and A∗ algorithm for pathfinding in games

机译:Bee算法和A ∗算法在游戏中寻路的研究

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Pathfinding is essential and necessary for agent movement used in computer games and many other applications. A primary concern of pathfinding is to find the shortest feasible path. The past decade has seen the rapid development of pathfinding in many games industry. Several attempts and solutions have been made to solve the problem. Heuristic A* algorithm has proven given an optimal for single agent and small size of search in current game industry. However, pathfinding solution is often requiring huge amount of resources especially in complex game environment. Hence, generation a feasible and optimal path more computationally burdensome or intractable. More recently, literature has come out that offers findings about metaheuristic in pathfinding. Metaheuristic is usually used in pathfinding problem. Bee algorithm is a metaheuristic algorithm which is naturally behaves as multi-agent approach and proven efficient in solving the path planning problem. The current research on Bee algorithm mostly focused on improving optimization for agent. The aim of this paper is to describe and compare traditional algorithm, A* algorithm and optimization search, Bee algorithm in pathfinding.
机译:寻路对于在计算机游戏和许多其他应用中使用的特工移动是必不可少的,也是必不可少的。寻路的首要考虑是找到最短的可行路径。在过去的十年中,许多游戏行业的寻路技术得到了快速发展。已经进行了多种尝试和解决方案来解决该问题。事实证明,启发式A *算法为单代理提供了最佳选择,并且在目前的游戏行业中搜索量较小。但是,寻路解决方案通常需要大量资源,尤其是在复杂的游戏环境中。因此,生成可行且最优的路径在计算上更加繁琐或难以处理。最近,有文献提供了关于寻路中元启发式的发现。元启发法通常用于寻路问题。 Bee算法是一种元启发式算法,自然地可以充当多智能体方法,并且在解决路径规划问题方面被证明是有效的。 Bee算法的当前研究主要集中在改进代理的优化上。本文的目的是在寻路中描述和比较传统算法,A *算法和优化搜索,Bee算法。

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