Perbandingan Penerapan Algoritma A*, IDA*, Jump Point Search, dan PEA* P ada Permainan Pacman

Author(s):  
Rosa Delima ◽  
Gregorius Titis Indrajaya ◽  
Abednego Kristiawan Takaredase ◽  
Ignatia Dhian E.K.R. ◽  
Antonius Rachmat C
Keyword(s):  
2021 ◽  
Vol 18 (4) ◽  
pp. 172988142110192
Author(s):  
Ben Zhang ◽  
Denglin Zhu

Innovative applications in rapidly evolving domains such as robotic navigation and autonomous (driverless) vehicles rely on motion planning systems that meet the shortest path and obstacle avoidance requirements. This article proposes a novel path planning algorithm based on jump point search and Bezier curves. The proposed algorithm consists of two main steps. In the front end, the improved heuristic function based on distance and direction is used to reduce the cost, and the redundant turning points are trimmed. In the back end, a novel trajectory generation method based on Bezier curves and a straight line is proposed. Our experimental results indicate that the proposed algorithm provides a complete motion planning solution from the front end to the back end, which can realize an optimal trajectory from the initial point to the target point used for robot navigation.


Author(s):  
Daniel D. Harabor ◽  
Tansel Uras ◽  
Peter J. Stuckey ◽  
Sven Koenig

In this paper, we define Jump Point Graphs (JP), a preprocessing-based path-planning technique similar to Subgoal Graphs (SG). JP allows for the first time the combination of Jump Point Search style pruning in the context of abstraction-based speedup techniques, such as Contraction Hierarchies. We compare JP with SG and its variants and report new state-of-the-art results for grid-based pathfinding.


2015 ◽  
Vol 37 ◽  
pp. 230 ◽  
Author(s):  
Azad Noori ◽  
Farzad Moradi

There are several routes to go from point A to point B in many computer games and computer player have to choose the best route. To do this, the pathfinding algorithms is used. Currently, several algorithms have been proposed for routing in games so that the general challenges of them is high consumption of memory and a long Execution time. Due to these problems, the development and introduction of new algorithms will be continued. At the first part of this article, in addition to basic and important used algorithms, the new algorithm BIDDFS is introduced.In the second part, these algorithms in the various modes, are simulated on 2D-Grid, and compared based on their efficency (memory consumption and execution time) , Simulated algorithms include: Dijkstra, Iddfs, Biddfs, Bfs (Breadth), Greedy Best First Search, Ida*, A*, Jump point search, HPA*.


Author(s):  
Jwa-Geun Min ◽  
Won-Sun Ruy ◽  
Chul Su Park
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document