《Real-Time Search in Dynamic Worlds》.pdf
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Real-Time Search in Dynamic Worlds
David M. Bond, Niels A. Widger, Wheeler Ruml Xiaoxun Sun
Department of Computer Science Computer Science Department
University of New Hampshire University of Southern California
Durham, NH 03824 USA Los Angeles, CA 90089 USA
david.bond at xiaoxuns at
niels.widger, ruml at
Abstract information between planning episodes so that re-planning
can be faster.
For problems such as pathfinding in video games and Existing real-time search algorithms are designed for
robotics, a search algorithm must be real-time (return the known static graphs. However, most real-time search al-
next move within a fixed time bound) and dynamic (accom-
gorithms only explore the part of the state space near the
modate edge costs that can increase and decrease before the
goal is reached). Existing real-time search algorithms, such agent. When used in conjunction with the freespace assump-
as LSS-LRTA*, can handle edge cost increases but do not tion, they can be made to work in situations where the world
handle edge cost decreases. Existing dynamic search algo- is initially unknown and is discovered by the agent during
rithms, such as D* Lite, are not real-time. We show how its travel. They will typically tolerate d
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