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

机译:基于案例的子视图在视频游戏的实时启发式搜索中的应用   寻找路径

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摘要

Real-time heuristic search algorithms satisfy a constant bound on the amountof planning per action, independent of problem size. As a result, they scale upwell as problems become larger. This property would make them well suited forvideo games where Artificial Intelligence controlled agents must react quicklyto user commands and to other agents actions. On the downside, real-time searchalgorithms employ learning methods that frequently lead to poor solutionquality and cause the agent to appear irrational by re-visiting the sameproblem states repeatedly. The situation changed recently with a new algorithm,D LRTA*, which attempted to eliminate learning by automatically selectingsubgoals. D LRTA* is well poised for video games, except it has a complex andmemory-demanding pre-computation phase during which it builds a database ofsubgoals. In this paper, we propose a simpler and more memory-efficient way ofpre-computing subgoals thereby eliminating the main obstacle to applyingstate-of-the-art real-time search methods in video games. The new algorithmsolves a number of randomly chosen problems off-line, compresses the solutionsinto a series of subgoals and stores them in a database. When presented with anovel problem on-line, it queries the database for the most similar previouslysolved case and uses its subgoals to solve the problem. In the domain ofpathfinding on four large video game maps, the new algorithm delivers solutionseight times better while using 57 times less memory and requiring 14% lesspre-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,它们规模不断扩大。此属性使其非常适合于视频游戏,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。这种情况最近随着新算法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,但它具有复杂且需要内存的计算前阶段,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。当在线呈现anovel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,新算法将解决方案的性能提高了八倍,而内存却减少了57倍,并且预计算时间减少了14%。

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