20 research outputs found

    Flow for Meta Control

    Full text link
    The psychological state of flow has been linked to optimizing human performance. A key condition of flow emergence is a match between the human abilities and complexity of the task. We propose a simple computational model of flow for Artificial Intelligence (AI) agents. The model factors the standard agent-environment state into a self-reflective set of the agent's abilities and a socially learned set of the environmental complexity. Maximizing the flow serves as a meta control for the agent. We show how to apply the meta-control policy to a broad class of AI control policies and illustrate our approach with a specific implementation. Results in a synthetic testbed are promising and open interesting directions for future work

    Pathfinding in Games

    Get PDF
    Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middle ground between synthetic, highly abstracted academic benchmarks, and more intricate problems from real life. Among the many AI techniques and problems relevant to games, such as learning, planning, and natural language processing, pathfinding stands out as one of the most common applications of AI research to games. In this document we survey recent work in pathfinding in games. Then we identify some challenges and potential directions for future work. This chapter summarizes the discussions held in the pathfinding workgroup

    Hierarchical path-finding for Navigation Meshes (HNA*)

    Get PDF
    Path-finding can become an important bottleneck as both the size of the virtual environments and the number of agents navigating them increase. It is important to develop techniques that can be efficiently applied to any environment independently of its abstract representation. In this paper we present a hierarchical NavMesh representation to speed up path-finding. Hierarchical path-finding (HPA*) has been successfully applied to regular grids, but there is a need to extend the benefits of this method to polygonal navigation meshes. As opposed to regular grids, navigation meshes offer representations with higher accuracy regarding the underlying geometry, while containing a smaller number of cells. Therefore, we present a bottom-up method to create a hierarchical representation based on a multilevel k-way partitioning algorithm (MLkP), annotated with sub-paths that can be accessed online by our Hierarchical NavMesh Path-finding algorithm (HNA*). The algorithm benefits from searching in graphs with a much smaller number of cells, thus performing up to 7.7 times faster than traditional A¿ over the initial NavMesh. We present results of HNA* over a variety of scenarios and discuss the benefits of the algorithm together with areas for improvement.Peer ReviewedPostprint (author's final draft

    Performance Evaluation of Pathfinding Algorithms

    Get PDF
    Pathfinding is the search for an optimal path from a start location to a goal location in a given environment. In Artificial Intelligence pathfinding algorithms are typically designed as a kind of graph search. These algorithms are applicable in a wide variety of applications such as computer games, robotics, networks, and navigation systems. The performance of these algorithms is affected by several factors such as the problem size, path length, the number and distribution of obstacles, data structures and heuristics. When new pathfinding algorithms are proposed in the literature, their performance is often investigated empirically (if at all). Proper experimental design and analysis is crucial to provide an informative and non- misleading evaluation. In this research, we survey many papers and classify them according to their methodology, experimental design, and analytical techniques. We identify some weaknesses in these areas that are all too frequently found in reported approaches. We first found the pitfalls in pathfinding research and then provide solutions by creating example problems. Our research shows that spurious effects, control conditions provide solutions to avoid these pitfalls

    Escaping Depressions in LRTS Based on Incremental Refinement of Encoded Quad-Trees

    Get PDF
    In the context of robot navigation, game AI, and so on, real-time search is extensively used to undertake motion planning. Though it satisfies the requirement of quick response to users’ commands and environmental changes, learning real-time search (LRTS) suffers from the heuristic depressions where agents behave irrationally. There have introduced several effective solutions, such as state abstractions. This paper combines LRTS and encoded quad-tree abstraction which represent the search space in multiresolutions. When exploring the environments, agents are enabled to locally repair the quad-tree models and incrementally refine the spatial cognition. By virtue of the idea of state aggregation and heuristic generalization, our EQ LRTS (encoded quad-tree based LRTS) possesses the ability of quickly escaping from heuristic depressions with less state revisitations. Experiments and analysis show that (a) our encoding principle for quad-trees is a much more memory-efficient method than other data structures expressing quad-trees, (b) EQ LRTS differs a lot in several characteristics from classical PR LRTS which represent the space and refine the paths hierarchically, and (c) EQ LRTS substantially reduces the planning amount and curtails heuristic updates compared with LRTS on uniform cells

    Video game pathfinding and improvements to discrete search on grid-based maps

    Get PDF
    The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain. CopyrightDissertation (MSc)--University of Pretoria, 2011.Computer Scienceunrestricte
    corecore