|
ABSTRACT
In this paper, we study moving-target search, where an agent (= hunter) has to catch a moving target (= prey). The agent does not necessarily know the terrain initially but can observe it within a certain sensor range around itself. It uses the strategy to always move on a shortest presumed unblocked path toward the target, which is a reasonable strategy for computer-controlled characters in video games. We study how the agent can find such paths faster by exploiting the fact that it performs A* searches repeatedly. To this end, we extend Adaptive A*, an incremental heuristic search method, to moving-target search and demonstrate experimentally that the resulting MT-Adaptive A* is faster than isolated A* searches and, in many situations, also D* Lite, a state-of-the-art incremental heuristic search method. In particular, it is faster than D* Lite by about one order of magnitude for moving-target search in known and initially unknown mazes if both search methods use the same informed heuristics.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
M. Goldenberg, A. Kovarksy, X. Wu, and J. Schaeffer. Multiple agents moving target search. In Proceedings of the International Joint Conference on Artificial Intelligence, pages 1538--1538, 2003.
|
| |
2
|
P. Hart, N. Nilsson, and B. Raphael. A formal basis for the heuristic determination of minimum cost paths. IEEE Transactions on Systems Science and Cybernetics, 2:100--107, 1968.
|
| |
3
|
|
| |
4
|
T. Ishida and R. Korf. Moving target search. In Proceedings of the International Joint Conference on Artificial Intelligence, pages 204--210, 1991.
|
| |
5
|
|
| |
6
|
S. Koenig and M. Likhachev. Incremental A*. In T. Dietterich, S. Becker, and Z. Ghahramani, editors, Advances in Neural Information Processing Systems 14, pages 1539--1546, Cambridge, MA, 2002. MIT Press.
|
 |
7
|
|
| |
8
|
S. Koenig and M. Likhachev. A new principle for incremental heuristic search: Theoretical results. In Proceedings of the International Conference on Automated Planning and Scheduling, pages 410--413, 2006.
|
 |
9
|
|
| |
10
|
|
| |
11
|
S. Koenig and R. Simmons. Real-time search in non-deterministic domains. In Proceedings of the International Joint Conference on Artificial Intelligence, pages 1660--1667, 1995.
|
| |
12
|
M. Likhachev and S. Koenig. Speeding up the Parti-Game algorithm. In S. Becker, S. Thrun, and K. Obermayer, editors, Advances in Neural Information Processing Systems 15, pages 1563--1570, Cambridge, MA, 2002. MIT Press.
|
| |
13
|
|
| |
14
|
A. Stentz. The focussed D* algorithm for real-time replanning. In Proceedings of the International Joint Conference on Artificial Intelligence, pages 1652--1659, 1995.
|
INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.2
ARTIFICIAL INTELLIGENCE
I.2.0
General
General Terms:
Algorithms,
Experimentation,
Performance,
Theory
Keywords:
D* lite,
MT-adaptive A*,
hunter,
incremental heuristic search,
moving-target search,
planning with the freespace assumption,
target,
unknown terrain,
video games
|