Formula- and Memory-based Heuristics In Video-game Pathfinding
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F24%3A10494369" target="_blank" >RIV/00216208:11320/24:10494369 - isvavai.cz</a>
Result on the web
<a href="https://doi.org/10.1109/CoG60054.2024.10645612" target="_blank" >https://doi.org/10.1109/CoG60054.2024.10645612</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1109/CoG60054.2024.10645612" target="_blank" >10.1109/CoG60054.2024.10645612</a>
Alternative languages
Result language
angličtina
Original language name
Formula- and Memory-based Heuristics In Video-game Pathfinding
Original language description
The performance of a heuristic search depends substantially on the quality of its heuristic functions. A preferred heuristic is accurate, fast to query, and takes little memory. Recent research has explored two routes for building high-performance heuristics. Memory-based heuristics use a precomputed database containing optimal distances between a set of pivot states and all other states in the search graph. More pivot states tend to increase heuristic accuracy while slowing down heuristic computation and increasing memory cost. Alternatively, formula-based heuristics produced via program synthesis capture information about the search graph in short, human-readable formulae. These formulae have negligible memory cost and are fast to query, but generally perform worse than a memory-based heuristic. This paper presents the first empirical comparison between the two approaches for pathfinding. We find that formula-based heuristics can yield better performance than memory-based heuristics with a small number of pivots while being still more compact. With more pivots memory-based heuristics yield better speed-ups but take orders of magnitude more memory. We then investigate the degradation of search performance as the map changes and find that the performance of formula-based heuristics degrades more gracefully than that of memory-based heuristics.
Czech name
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Czech description
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Classification
Type
D - Article in proceedings
CEP classification
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OECD FORD branch
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Result continuities
Project
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Continuities
S - Specificky vyzkum na vysokych skolach
Others
Publication year
2024
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Article name in the collection
2024 IEEE CONFERENCE ON GAMES, COG 2024
ISBN
979-8-3503-5068-5
ISSN
2325-4270
e-ISSN
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Number of pages
4
Pages from-to
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Publisher name
IEEE
Place of publication
NEW YORK
Event location
Milan
Event date
Aug 5, 2024
Type of event by nationality
WRD - Celosvětová akce
UT code for WoS article
001308832400078