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  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 851

    Heuristic Search Techniques in Video-Game Pathfinding:

    A Survey of Issues and TechniquesAzeem Mohammad1, Supreethi K.P2

    1Department of Computer Science and Engineering, JNTU College of Engineering,

    Hyderabad, India

    Email: [email protected] of Computer Science and Engineering, JNTU College of Engineering,

    Hyderabad, India

    Email: [email protected]

    AbstractIndependent of its problem size the real-

    time heuristic search algorithms need to

    maintain a time bound. In environmentswhere memory and time are limited and

    where fast response required. Pathfinding

    in video games is a best example, where

    multiple units are need to react promptly

    according to the players commands.

    Classical heuristic search techniques

    cannot be applied because of their state

    re-visitation problem. Recent algorithms

    use database of pre-computed subgoals to

    improve the performance. Pre-

    computation time can be long and there is

    no guarantee that pre-computed data can

    yield the search space. To address these

    sort comings Hill climbing and dynamic

    programming are added to eliminate the

    state re-visitation problems.

    Keyords:Pathfinding, search space, real-time

    search.

    1. INTRODUCTION

    Path finding is an active research area

    in many computer domains and one of the

    crucial areas is gaming. Many

    methodologies have been devised to find

    the best least cost path between two points.

    As movement is main aspect in

    videogames there is a need to develop

    most feasible methods which can calculate

    the path in less time and consume lessmemory. Finding a shortest path in a

    bounded time period, which needs to be

    met to suit the real-time gaming

    environment is tedious task. This makes

    pathfinding methodologies more complex

    and necessitates them to process the pathin very less amount of time and using less

    memory.

    Path-finding calculates the best possible

    shortest route between any two nodes,

    thereby making it easy to move from one

    point to another. One of the real time

    applications is video games. The Heuristic

    Search methods provide a significant part

    in video game pathfinding, still there are

    better and advanced methods being

    developed to minimize the time andmemory requirements.

    2. HEURISTIC SEARCH

    Heuristic search is a core area of

    Artificial Intelligence (AI) research and its

    algorithms have been used in planning,

    game playing and agent control. The

    heuristic function is used to inform the

    search about the goal. It gives an informed

    way to guess which neighbour of a nodewill lead to a goal. One way of this

    heuristic information about which nodes

    seem the most feasible is a heuristic

    function h(n), which takes a node nand

    returns a non-negative real number that is

    an estimate of the path cost from node nto

    a goal node.

    Following are the list of heuristic search

    techniques Generate and Test Algorithm,

    Hill Climbing, Stimulated Annealing,

    Depth-First-Search, Breadth-First Search,Best-First Search (or) A* Search

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 852

    The term heuristic function used for

    algorithms which find solutions among all

    possible ones, but there is guarantee that

    best one will be found. Therefore they may

    be considered approximate algorithms but

    not accurate ones.

    3. REALTIME HEURISTIC SEARCH

    METHODS

    Real Time heuristic search algorithms

    satisfy a constant upper bound on amount

    of planning per action, independent of

    problem size. This property is important in

    number of applications including

    autonomous robots and agents in videogames. A general problem in video games

    is searching for the path between two

    points. In most real time games, agents are

    expected to act quickly in response to

    players commands and other agents

    actions.

    3.1 LRTA*: CORE ALGORITHM

    The core of most real-time heuristic search

    algorithms is an algorithm called LearningReal-Time A* (LRTA*). LRTA* is a

    special case of value iteration or real-time

    dynamic programming and has a problem

    that has prevented its use in video game

    path-finding. Specifically, the algorithm

    updates a single heuristic value per move

    on the basis of heuristic values of near-by

    states. This means that when the initial

    heuristic values are overly optimistic (i.e.,

    too low), LRTA* will frequently re-visit

    these states multiple times, each timemaking updates of a small magnitude. This

    behaviour is known as scrubbing and

    appears highly irrational to an observer.

    There have been attempts to speed up the

    learning process in LRTA*. Most of the

    resulting algorithms can be described by

    the following four attributes:

    The local searchspace is the set of states

    whose heuristic values are accessed in theplanning stage. The local learning space

    is the set of states whose heuristic values

    are updated. Common choices are: the

    current state only, all states within the

    local search space and previously visited

    states and their neighbours. A learningruleis used to update the heuristic values

    of the states in the learning space. The

    control strategy decides on the move

    following the planning and learning

    phases. Commonly used strategies include:

    the first move of an optimal path to the

    most promising frontier state, the entire

    path and back tracking moves.

    3.2 THE ADVENT OF LRTA*

    With the dynamic programming style

    learning rule, researchers have attempted

    to speed up the learning process and make

    state re-visitation less apparent.

    The next version of LRTA*, LSS LRTA*

    expands the local search space using the

    A* and updating the heuristics of all states

    in the local search space in order to speed

    up the learning. This significantly

    eliminates state re-visitation and does noteliminate scrubbing problem and can still

    result in highly suboptimal paths.

    3.2.1 Pre-computed subgoals

    The performance can be improved

    significantly by solving a number of

    problems offline and storing them in a

    database. Then, online, these solved

    problems can be used to guide the agent by

    directing it to a nearby subgoal instead of a

    distant goal.There are several, previously developed,

    real-time heuristic search algorithms that

    use pre-computed subgoals.

    4. D LTRA*

    Although in general planning a goal is

    often represented as a conjunction of

    simple subgoals, so far considered, the

    only real-time heuristic search algorithm to

    implement subgoaling is D LRTA*([1]).In its pre-processing phase, D LRTA* uses

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 853

    the clique abstraction of Sturtevant and

    Buro (2005) to create a smaller search

    graph. The clique abstraction collapses a

    set of fully connected states into a single

    abstract state and can be applied iteratively

    to compute progressively smaller graphs.

    For example, a 2-level abstraction applies

    the clique abstraction to a graph that has

    already been abstracted once. Similarly, an

    a-level abstraction applies the clique

    abstraction a times. If we assume that each

    abstraction reduces the graph by a constant

    factor, an a-level abstract graph would

    contain a times fewer states than the

    original graph. This abstraction technique

    in effect partitions the map into a numberof regions, with each region corresponding

    to a single abstract state. Then for every

    pair of distinct abstract states, D LRTA*

    computes an optimal path between

    corresponding representative states (e.g.,

    centroids of the regions) in the original

    non-abstracted space.

    EXAMPLE OF D LRTA*

    OPERATION

    (a) off-line, the map is partitioned into

    seven regions (or abstract states). Each

    vacant cell is labelled with its region

    number.

    (b) off-line, an optimal path between

    centroids of two regions (C1 and C2) is

    computed and the entry state to the next

    region (E) is recorded as a sub-goal for this

    pair of regions.

    .

    (c) online, the agent intends to travel from

    S to G, it determines

    the corresponding regions and sets the pre-

    computed entry state

    E as its sub-goal.

    There are three key problems with DLRTA*.

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 854

    First, due to the fact that entry states (i.e.,

    subgoals) have to be computed and stored

    for each pair of distinct regions, the

    number of regions has to be kept relatively

    small. In D LRTA* this is accomplished

    by applying the clique abstraction

    procedure multiple times so that the

    regions become progressively larger and

    fewer in number. A side effect is that

    regions will no longer be cliques and may,

    in fact, be quite complex in themselves. As

    a result, LRTA* may encounter heuristic

    depressions within a region.

    Second, each state in the original space

    needs to be assigned to a region. Since the

    regions are irregular in shape, explicitmembership records must be maintained.

    This may require as much additional

    memory as storing the original grid-based

    map.

    Third, clique abstraction is a non-trivial

    process and puts an extra programming

    burden on practitioners (e.g., game

    developers).

    5. TIME BOUNDED A* SEARCH

    Another recent high-performance real-time

    search algorithm is Time Bounded A*

    search (TBA*), a time bounded variant of

    classic A*. It expands states in an A*

    fashion using a closed list and an open list,

    away from the original start state, towards

    the goal until the goal state is expanded.

    However, unlike A* that computes

    complete path before committing first

    action, TBA* time slices the planning by

    interrupting its search periodically andacts. Initially before a complete path to the

    goal is known, the agent takes an action

    that moves it towards the most promising

    state on the open list. If on a subsequent

    time slice an alternative most promising

    path is formed and the agent is not on that

    path, it backtracks its steps as necessary.

    This interleaving of planning, acting, and

    backtracking is done in such a way that

    both real-time behaviour and completeness

    are ensured. The size of the time-slice isgiven as a parameter to the algorithm,

    using as a metric the number of states

    allowed to expand before the planning

    must be interrupted. Within a single time-

    slice, however, operations for both state

    expansions and backtracking the closed list

    (to form the path to the most promising

    state on the open list) must be performed.

    The cost of the latter type of operations is

    thus converted to state expansion

    equivalence (typically several

    backtracking steps can be performed at the

    same computational cost as a single state

    expansion). A key aspect of TBA* over

    LRTA*-based algorithms is that it retains

    closed and open lists over its planning

    steps.Thus, on each planning step it does not

    start planning from scratch, but continues

    with its open and closed lists from the

    previous planning step. Also, it does not

    need to update heuristics online to ensure

    completeness, nor does it require a pre-

    computation phase. While the lack of pre-

    computation is certainly its strong side, the

    negatives include high sub-optimality if

    the amount of time per move is low and

    high on-line space complexity due tostoring closed and open lists.

    6. INTUITION FOR KNN LRTA*

    This attempts to address the short comings

    of D LRTA* by not using the abstraction.

    In our design of kNN LRTA* we address

    the three shortcomings of D LRTA* listed

    earlier. In doing so, we identify two key

    aspects of a subgoal-based real-time

    heuristic search. First, we need to define aset of subgoals that would be efficient to

    compute and store off-line. Second, we

    need to define a way for the agent to find a

    subgoal relevant to its current problem on-

    line.

    Intuitively, if an LRTA*-controlled agent

    is in the state s going to the state sgoalthen

    the best

    subgoal is a state sidealsubgoal that resides

    on an optimal path between s and sgoaland

    can be reached by LRTA* along anoptimal path with no state re-visitation.

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 855

    Given that there can be multiple optimal

    paths between two states, it is unclear how

    to computationally efficiently detect the

    LRTA* agents deviation from an optimal

    path immediately after it occurs.

    On the positive side, detecting state re-

    visitation can be done computationally

    efficiently by running a simple greedy hill-

    climbing agent. This is based on the fact

    that if a hill-climbing agent can reach a

    state b from a state a without encountering

    a local minimum or a plateau in the

    heuristic then an LRTA* agent can travel

    from a to b without state re-visitation.

    Thus, we propose an efficiently

    computable approximation to sidealsubgoal.Namely, we define the subgoal for a pair

    of states s and sgoal as the state skNN

    LRTA* subgoal farthest along an optimal

    path between s and sgoal that can be

    reached by a simple hill-climbing agent. In

    summary, we select subgoals to remove

    any scrubbing but do not guarantee that the

    LRTA* agent keeps on an optimal path

    between the subgoals In practice, however,

    only a tiny fraction of our subgoals are

    reached by the hill-climbing agentsuboptimally and even then the

    suboptimality is minor.

    This approximation to the ideal subgoal

    allows us to effectively compute a series of

    subgoals for a given pair of start and goal

    states. Intuitively, we compress an optimal

    path into a series of key states such that

    each of them can be reached from its

    predecessor without scrubbing. The

    compression allows us to save a large

    amount of memory without much impacton time-per-move. Indeed, hill-climbing

    from one of the key states to the next

    requires inspecting only the immediate

    neighbors of the current state and selecting

    one of them greedily. The re-visitation-free

    reachability of one subgoal from another

    addresses the first key shortcoming of D

    LRTA* where the agent may get trapped

    within a single complex region and thus be

    unable to reach its prescribed subgoal.

    However, it is still infeasible to compute

    and then compress an optimal path

    between every two distinct states in the

    original search space. This problem can be

    solved by compressing only a pre-

    determined fixed number of optimal paths

    between random states off-line. Then on-

    line kNN LRTA*, tasked with going from

    s to sgoal, retrieves the most similar

    compressed path from its database and

    uses the associated subgoals. We define

    (dis-)similarity of a database path to the

    agents current situation as the maximum

    of the heuristic distances between s and the

    paths beginning and between sgoaland the

    paths end. Maximum is used because wewould like both ends of the path to be

    heuristically close to the agents current

    state and the goal respectively. Indeed, the

    heuristic distance ignores walls and thus a

    large heuristic distance to the paths either

    end tends to make that end hill-climbing

    unreachable.

    We illustrate this intuition with a simple

    example. Following figure shows kNN

    LRTA* operation offline. On this map,

    two random start and goal pairs areselected and optimal paths are computed

    between them. Then each path is

    compressed into a series of subgoals such

    that each of the subgoals can be reached

    from the previous one via hill-climbing.

    The path from S1 to G1 is compressed into

    two subgoals and the other path is

    compressed into a single subgoal.

    EXAMPLE OF KNN LRTA* OFF-LINE OPERATION:

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 856

    (a): two subgoals (start, goal) pairs are

    chosen: (S1;G1) and (S2;G2).

    (b): optimal paths between then are

    computed by running A*.

    (c): the two paths are compressed into a

    total of three subgoals.

    Once this database of two records is built,

    kNN LRTA* can be tasked with solving a

    problem

    on-line. In previous figure it is tasked with

    going from the state S to the state G. The

    database is scanned and similarity between

    (S;G) and each of the two database records

    is determined. The records are sorted bytheir similarity: (S1;G1) followed by

    (S2;G2). Then the agent runs reachability

    checks: from S to Si and from Gi to G

    where i runs the database indices in the

    order of record similarity. In this example,

    S1 is found unreachable by hill-climbing

    from S and thus the record (S1;G1) is

    discarded. The second record passes hill-

    climbing checks and the agent is tasked

    with going to its first subgoal.

    EXAMPLE OF KNN LRTA* ON-LINEOPERATION :

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

    http:///reader/full/heuristic-search-techniques-in-video-game-pathfinding-a-survey

    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 857

    (a): the agent intends to travel from S to G.

    (b): similarity of (S;G) to (S1;G1) and

    (S2;G2) is computed.

    (c): while (S1;G1) is more similar to

    (S;G) than (S2;G2), its beginning S1 is not

    reachable from S via hill-climbing and

    hence the record (S2;G2) is selected and

    the agent is tasked with going to subgoal 1.

    The similarity plus hill-climbing check

    approach makes the state abstraction of D

    LRTA* unnecessary, thereby addressing

    its other two key shortcomings: high

    memory requirements and a complex pre-

    computation phase.

    7. HILL CLIMBING AND DYNAMIC

    PROGRAMMING SEARCH (HCDPS)

    :

    The HCDPS algorithm operates in two

    stages: offline and online. The offline

    stage is performed once, before any

    searches, and pre-computes information to

    speed up subsequent searches. The offline

    stage may take a considerable amount oftime and is not real-time. The online stage

    takes a given search problem and uses the

    pre-computed information to efficiently

    solve the problem in real-time.

    During the offline stage, the algorithm

    analyzes its search space and pre-computes

    a database of subgoals. The database

    covers the space such that any pair of start

    and goal states will have a series of

    subgoals in the database. This is

    accomplished by abstracting the space. Wepartition the space into regions in such a

  • 5/20/2018 Heuristic Search Techniques in Video-Game Pathfinding- A Survey of Issues and Te...

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    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 858

    way that any state in the region is mutually

    reachable via hill climbing with a

    designated state, called the representative

    of the region. Since the abstraction builds

    regions using hill climbing, which is also

    used in the online phase, we are

    guaranteed that for any start state , our

    agent can hill climb to a region

    representative of some region . Likewise,

    for any goal state , there is a region that the

    goal falls into, which means that the agent

    will be able to hill climb from s

    representative to . All we need now is a

    hill-climbable path between the

    representative of region and the

    representative of region.For every pair of close regions, we run A

    in the ground-level space to compute an

    optimal path between region

    representatives. We then use dynamic

    programming to assemble the computed

    optimal paths into paths between more

    distant regions, until we have an

    approximately optimal path between

    representatives of any two regions. Once

    the paths are computed, they are

    compressed into a series of subgoals in thekNN LRTA fashion. Specifically, each

    subgoal is selected to be reachable from

    the preceding one via hill climbing. Each

    such sequence of subgoals is stored as a

    record in the subgoal database. Finally, we

    build an index for the database that maps

    any state to its region representative in

    constant time.

    Online, for a given pair of start and goal

    states, we use the index to find their region

    representatives. The subgoal path betweenthe region representatives is retrieved from

    the database. The agent first hill climbs

    from its start state to the region

    representative. The agent then uses the

    records subgoals one by one until the end

    of the record is reached. Finally, the agent

    hill climbs from the region representative

    to the goal state.

    8. CONCLUSION

    In this paper we considered the problem of

    real-time heuristic search whose planningtime per move does not depend on the

    number of states. A new mechanism for

    selecting subgoals automatically. The

    resulting algorithm was shown to be

    theoretically complete and, on large video

    game maps, substantially outperformed the

    previous state-of-the-art algorithms D

    LRTA* and TBA* along several important

    performance measures.

    HCDPS, the first real-time heuristic search

    algorithm with neither heuristic learning

    nor maintenance of open and closed lists.

    Database precomputation with HCDPS is

    two orders of magnitude faster than kNN

    LRTA and D LRTA . Finally, its read-only

    database gives it a smaller per-agent

    memory footprint than A or TBA with two

    or more agents. Overall, we feel HCDPS is

    presently the best real-time search

    algorithm for video-game pathfinding on

    static maps.

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    International Journal of Research (IJR) Vol-1, Issue-7, August 2014 ISSN 2348-6848

    HEURISTIC SEARCH TECHNIQUES IN VIDEO GAME PATH FINDING: A SURVEY OF ISSUES AND TECHNIQUESAzeem

    Mohammad, Supreethi K.P

    P a g e | 859

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