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).
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
Posted by
Andrew Doull
at
13:14
6
comments
Labels: ai, links, pathfinding
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