Showing posts with label pathfinding. Show all posts
Showing posts with label pathfinding. Show all posts

Friday, 3 February 2012

Fast Pathfinding via Symmetry Breaking

This paper at AI Game Dev has immediate and natural application to roguelikes, and uses a number of techniques I've not seen discussed elsewhere. The headline quote is 'up to 30 times improvement on A*'.

I can see RSR being extended for Dijkstra maps, by storing the map cost at each rectangle corner, instead of every grid, and interpolating if required. (Paging Pender).