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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

  • Czech description

Classification

  • Type

    D - Article in proceedings

  • CEP classification

  • OECD FORD branch

    10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

Result continuities

  • Project

  • 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

  • Number of pages

    4

  • Pages from-to

  • 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