Near Optimal Hierarchical Path-Finding

The problem of path-finding in commercial computer games has to be solved in real time, often under constraints of limited memory and CPU resources. The computational effort required to find a path, using a search algorithm such as A*, increases with size of the search space. Hence, pathfinding on large maps can result in serious performance bottlenecks. This paper presents HPA* (Hierarchical Path-Finding A*), a hierarchical approach for reducing problem complexity in path-finding on grid-based maps. This technique abstracts a map into linked local clusters. At the local level, the optimal distances for crossing each cluster are pre-computed and cached. At the global level, clusters are traversed in a single big step. A hierarchy can be extended to more than two levels. Small clusters are grouped together to form larger clusters. Computing crossing distances for a large cluster uses distances computed for the smaller contained clusters. Our method is automatic and does not depend on a specific topology. Both random and real-game maps are successfully handled using no domainspecific knowledge. Our problem decomposition approach works very well in domains with a dynamically changing environment. The technique also has the advantage of simplicity and is easy to implement. If desired, more sophisticated, domain-specific algorithms can be plugged in for increased

[1]  Andrew W. Moore,et al.  Multi-Value-Functions: Efficient Automatic Action Hierarchies for Multiple Goal MDPs , 1999, IJCAI.

[2]  Barry Brumitt,et al.  Framed-quadtree path planning for mobile robots operating in sparse environments , 1998, Proceedings. 1998 IEEE International Conference on Robotics and Automation (Cat. No.98CH36146).

[3]  Bryan Stout,et al.  Smart Moves: Intelligent Pathfinding , 1998 .

[4]  Bjcrn Reese,et al.  Finding a Pathfinder , 1999 .

[5]  Richard E. Korf,et al.  Depth-First Iterative-Deepening: An Optimal Admissible Tree Search , 1985, Artif. Intell..

[6]  Danny Ziyi Chen,et al.  Planning conditional shortest paths through an unknown environment: a framed-quadtree approach , 1995, Proceedings 1995 IEEE/RSJ International Conference on Intelligent Robots and Systems. Human Robot Interaction and Cooperative Robots.

[7]  Hanan Samet,et al.  An Overview of Quadtrees, Octrees, and Related Hierarchical Data Structures , 1988 .

[8]  Shashi Shekhar,et al.  Materialization Trade-Offs in Hierarchical Shortest Path Algorithms , 1997, SSD.

[9]  Robert C. Holte,et al.  Hierarchical A*: Searching Abstraction Hierarchies Efficiently , 1996, AAAI/IAAI, Vol. 1.