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Automatic State Abstraction for Pathfinding in Real-Time Video Games

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 3607))

Abstract

Real-time video games are a unique domain for pathfinding and search. Traditional approaches to search have usually assumed static worlds with a single agent. But, in real-time video games there are multiple cooperative and adversarial agents. While the search space in most games is relatively small, algorithms are expected to plan in mere milliseconds. Thus, techniques such as abstraction are needed to effectively reason and act in these worlds. We provide an overview of the research we have completed in this area, as well as areas of current and future work.

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References

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© 2005 Springer-Verlag Berlin Heidelberg

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Sturtevant, N., Bulitko, V., Buro, M. (2005). Automatic State Abstraction for Pathfinding in Real-Time Video Games. In: Zucker, JD., Saitta, L. (eds) Abstraction, Reformulation and Approximation. SARA 2005. Lecture Notes in Computer Science(), vol 3607. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11527862_34

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  • DOI: https://doi.org/10.1007/11527862_34

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-27872-6

  • Online ISBN: 978-3-540-31882-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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