寻路
计算机科学
网格
跳跃
图形
修剪
路径(计算)
架空(工程)
国家(计算机科学)
算法
理论计算机科学
人工智能
最短路径问题
数学
生物
程序设计语言
物理
操作系统
几何学
量子力学
农学
作者
Daniel Harabor,Alban Grastien
标识
DOI:10.1609/aaai.v25i1.7994
摘要
Pathfinding in uniform-cost grid environments is a problem commonly found in application areas such as robotics and video games. The state-of-the-art is dominated by hierarchical pathfinding algorithms which are fast and have small memory overheads but usually return suboptimal paths. In this paper we present a novel search strategy, specific to grids, which is fast, optimal and requires no memory overhead. Our algorithm can be described as a macro operator which identifies and selectively expands only certain nodes in a grid map which we call jump points. Intermediate nodes on a path connecting two jump points are never expanded. We prove that this approach always computes optimal solutions and then undertake a thorough empirical analysis, comparing our method with related works from the literature. We find that searching with jump points can speed up A* by an order of magnitude and more and report significant improvement over the current state of the art.
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