DeepAI AI Chat
Log In Sign Up

Path planning with Inventory-driven Jump-Point-Search

by   Davide Aversa, et al.

In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.


page 1

page 2

page 3

page 4


Offline Grid-Based Coverage path planning for guards in games

Algorithmic approaches to exhaustive coverage have application in video ...

Path Planning using Neural A* Search

We present Neural A*, a novel data-driven search algorithm for path plan...

Speculative Path Planning

Parallelization of A* path planning is mostly limited by the number of p...

Near-optimal Smooth Path Planning for Multisection Continuum Arms

We study the path planning problem for continuum-arm robots, in which we...

Theta*: Any-Angle Path Planning on Grids

Grids with blocked and unblocked cells are often used to represent terra...

Symmetry-Based Search Space Reduction For Grid Maps

In this paper we explore a symmetry-based search space reduction techniq...