Formula- and Memory-based Heuristics In Video-game Pathfinding
Identifikátory výsledku
Kód výsledku v 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>
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Formula- and Memory-based Heuristics In Video-game Pathfinding
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
Formula- and Memory-based Heuristics In Video-game Pathfinding
Popis výsledku anglicky
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.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
2024 IEEE CONFERENCE ON GAMES, COG 2024
ISBN
979-8-3503-5068-5
ISSN
2325-4270
e-ISSN
—
Počet stran výsledku
4
Strana od-do
—
Název nakladatele
IEEE
Místo vydání
NEW YORK
Místo konání akce
Milan
Datum konání akce
5. 8. 2024
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
001308832400078