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Case-Based Subgoaling in Real-Time Heuristic Search for Video Game Pathfinding

机译:用于视频游戏寻路的实时启发式搜索中基于案例的子目标

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摘要

Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video games where Artificial Intelligence controlled agents must react quickly to user commands and to other agents' actions. On the downside, real-time search algorithms employ learning methods that frequently lead to poor solution quality and cause the agent to appear irrational by re-visiting the same problem states repeatedly. The situation changed recently with a new algorithm, D LRTA~*, which attempted to eliminate learning by automatically selecting subgoals. D LRTA~* is well poised for video games, except it has a complex and memory-demanding pre-computation phase during which it builds a database of subgoals. In this paper, we propose a simpler and more memory-efficient way of pre-computing subgoals thereby eliminating the main obstacle to applying state-of-the-art real-time search methods in video games. The new algorithm solves a number of randomly chosen problems off-line, compresses the solutions into a series of subgoals and stores them in a database. When presented with a novel problem on-line, it queries the database for the most similar previously solved case and uses its subgoals to solve the problem. In the domain of pathfinding on four large video game maps, the new algorithm delivers solutions eight times better while using 57 times less memory and requiring 14% less pre-computation time.
机译:实时启发式搜索算法满足每个动作计划量的恒定限制,而与问题大小无关。结果,随着问题变得更大,它们可以很好地扩展。此属性将使其非常适合视频游戏,在这些视频游戏中,人工智能控制的代理必须对用户命令和其他代理的动作做出快速反应。不利的一面是,实时搜索算法采用的学习方法经常会导致解决方案质量较差,并通过重复访问相同的问题状态而导致代理显得不合理。最近,情况随着新算法D LRTA〜*的改变而改变,该算法试图通过自动选择子目标来消除学习。 D LRTA〜*非常适合视频游戏,只是它具有复杂且需要内存的预计算阶段,在此阶段它建立了子目标数据库。在本文中,我们提出了一种更简单,更节省内存的预先计算子目标的方式,从而消除了在视频游戏中应用最新的实时搜索方法的主要障碍。新算法离线解决了许多随机选择的问题,将解决方案压缩为一系列子目标,并将其存储在数据库中。当在线提出新问题时,它将查询数据库以寻找最相似的先前解决的案例,并使用其子目标来解决问题。在四张大型电子游戏地图上的寻路领域中,新算法将解决方案提高了八倍,同时使用的内存减少了57倍,并且预计算时间减少了14%。

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