@COMMENT This file was generated by bib2html.pl version 0.94 @COMMENT written by Patrick Riley @COMMENT This file came from Bikramjit Banerjee's publication pages at @COMMENT http://www.cs.usm.edu/~banerjee/publications/class_type.html @Article{Walsh10:Fast, author = {Kyle Walsh and Bikramjit Banerjee}, title = {Fast {A}* with iterative resolution for navigation}, journal = {International Journal on Artificial Intelligence Tools}, year = {2010}, volume = {19}, number = {1}, pages = {101--119}, publisher = {World Scientific Publishing}, abstract = {We argue that A*, the popular technique for path-finding for NPCs in games, suffers from three limitations that are pertinent to game worlds: (a) the grid maps often restrict the optimality of the paths, (b) A* paths exhibit wall-hugging behavior, and (c) optimal paths are more predictable. We present a new algorithm, VRA*, that varies map-resolution as needed, and repeatedly calls A*. We also present an extension of an existing post-smoothing technique, and show that these two techniques together produce more realistic looking paths than A*, that overcome the above limitations, while using significantly less memory and time than A*.}, }