Improved heuristics for optimal pathfinding on game maps

dc.contributor.authorBjörnsson, Yngvi
dc.contributor.authorHalldórsson, Káari
dc.contributor.departmentDepartment of Computer Science
dc.date.accessioned2026-10-16T13:59:01Z
dc.date.available2026-10-16T13:59:01Z
dc.date.issued2006
dc.description.abstractAs computer game worlds get more elaborate the more visible pathfinding performance bottlenecks become. The heuristic functions typically used for guiding A*- based pathfinding are too simplistic to provide the search with the necessary guidance in such large and complex game worlds. This may result in A*-search exploring the entire game map in order to find a path between two distant locations. This article presents two effective heuristics for estimating distances between locations in large and complex game maps. The former, the dead-end heuristic, eliminates from the search map areas that are provably irrelevant for the current query, whereas the second heuristic uses so-called gateways to improve its estimates. Empirical evaluation on actual game maps shows that both heuristics reduce the exploration and time complexity of A* search significantly over a standard octile distance metric.en
dc.description.versionPeer revieweden
dc.format.extent6
dc.format.extent172906
dc.format.extent9-14
dc.format.extent
dc.identifier.citationBjörnsson, Y & Halldórsson, K 2006, Improved heuristics for optimal pathfinding on game maps. in Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006. Proceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006, AAAI Press, pp. 9-14, 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006, Marina del Rey, CA, United States, 20/06/06. https://doi.org/10.1609/aiide.v2i1.18740en
dc.identifier.citationconferenceen
dc.identifier.doi10.1609/aiide.v2i1.18740
dc.identifier.isbn9781577352808
dc.identifier.other251372397
dc.identifier.otherfa9eee54-917d-4af3-a739-aa926472c892
dc.identifier.other77952250963
dc.identifier.urihttps://hdl.handle.net/20.500.11815/8790
dc.language.isoen
dc.publisherAAAI Press
dc.relation.ispartofseriesProceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006; ()en
dc.relation.ispartofseriesProceedings of the 2nd Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2006; ()en
dc.relation.urlhttps://www.scopus.com/pages/publications/77952250963en
dc.rightsinfo:eu-repo/semantics/openAccessen
dc.subjectArtificial Intelligenceen
dc.subjectVisual Arts and Performing Artsen
dc.titleImproved heuristics for optimal pathfinding on game mapsen
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontobookanthology/conferenceen

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