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Real-Time Search in Dynamic Worlds

David Bond, Niels Widger, Wheeler Ruml, Xiaoxun Sun

Year
2010
Citations
21
Access
Open access

Abstract

For problems such as pathfinding in video games and robotics, a search algorithm must be real-time (return the next move within a fixed time bound) and dynamic (accommodate edge costs that can increase and decrease before the goal is reached). Existing real-time search algorithms, such as LSS-LRTA*, can handle edge cost increases but do not handle edge cost decreases. Existing dynamic search algorithms, such as D* Lite, are not real-time. We show how these two families of algorithms can be combined using bidirectional search, producing Real-Time D* (RTD*), the first real-time search algorithm designed for dynamic worlds. Our empirical evaluation shows that, for dynamic grid pathfinding, RTD* results in significantly shorter trajectories than either LSS-LRTA* or naive real-time adaptations of D* Lite because of its ability to opportunistically exploit shortcuts.

Keywords

PathfindingComputer scienceEnhanced Data Rates for GSM EvolutionExploitRoboticsSearch algorithmHyperparameter optimizationArtificial intelligenceRobotAlgorithm

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