Chapter 5.4 Artificial Intelligence: Pathfinding.

Slides:



Advertisements
Similar presentations
Artificial Intelligence: Knowledge Representation
Advertisements

Heuristic Search techniques
Problem solving with graph search
AI Pathfinding Representing the Search Space
Artificial Intelligence Presentation
an incremental version of A*
Pathfinding Basic Methods.
CSE 380 – Computer Game Programming Pathfinding AI
CSC 423 ARTIFICIAL INTELLIGENCE
1 AI for Computer Game Developers Finite state machines Path finding and waypoints A-Star path finding.
State-Space Searches. State spaces A state space consists of –A (possibly infinite) set of states The start state represents the initial problem Each.
MAE 552 – Heuristic Optimization Lecture 27 April 3, 2002
Using Search in Problem Solving
Pursuit and Evasion CS326A: Motion Planning Spring 2003 Final Project Eric Ng Huy Nguyen.
Pathfinding Algorithms Josh Palmer Rachael Beers.
Using Search in Problem Solving
State-Space Searches. 2 State spaces A state space consists of –A (possibly infinite) set of states The start state represents the initial problem Each.
State-Space Searches.
Chapter 5.4 Artificial Intelligence: Pathfinding.
Lab 3 How’d it go?.
1 Game AI Path Finding. A Common Situation of Game AI A Common Situation of Game AI Path Planning Path Planning –From a start position to a destination.
Chapter 9 – Graphs A graph G=(V,E) – vertices and edges
1 CO Games Development 1 Week 6 Introduction To Pathfinding + Crash and Turn + Breadth-first Search Gareth Bellaby.
Introduction to search Chapter 3. Why study search? §Search is a basis for all AI l search proposed as the basis of intelligence l inference l all learning.
How are things going? Core AI Problem Mobile robot path planning: identifying a trajectory that, when executed, will enable the robot to reach the goal.
1 CO Games Development 1 Week 11 Search Methods Gareth Bellaby.
P ROBLEM Write an algorithm that calculates the most efficient route between two points as quickly as possible.
State-Space Searches. 2 State spaces A state space consists of A (possibly infinite) set of states The start state represents the initial problem Each.
1 Artificial Intelligence in Games Week 6 Steve Rabin TA: Chi-Hao Kuo TA: Allan.
Artificial Intelligence in Game Design Dynamic Path Planning Algorithms.
CSCE 552 Fall 2012 AI By Jijun Tang. Homework 3 List of AI techniques in games you have played; Select one game and discuss how AI enhances its game play.
Informed search strategies Idea: give the algorithm “hints” about the desirability of different states – Use an evaluation function to rank nodes and select.
1 Artificial Intelligence in Games Week 5 Steve Rabin TA: Chi-Hao Kuo TA: Allan.
WORLD NAVIGATION Don’t Fall Asleep Through These Topics  Tile Graphs  Points of Visibility  NavMesh  Path Smoothing  Hierarchical Pathfinding.
Review: Tree search Initialize the frontier using the starting state While the frontier is not empty – Choose a frontier node to expand according to search.
Graphs A ‘Graph’ is a diagram that shows how things are connected together. It makes no attempt to draw actual paths or routes and scale is generally inconsequential.
Chapter 16 – Data Structures and Recursion. Data Structures u Built-in –Array –struct u User developed –linked list –stack –queue –tree Lesson 16.1.
1 CO Games Development 1 Week 13 - Revision Lecture AI Revision Gareth Bellaby.
REFERENCE: “ARTIFICIAL INTELLIGENCE FOR GAMES”, IAN MILLINGTON. A* (A-STAR)
A* Path Finding Ref: A-star tutorial.
1 Artificial Intelligence in Games Week 5 Steve Rabin
Search in State Spaces Problem solving as search Search consists of –state space –operators –start state –goal states A Search Tree is an efficient way.
CHAPTER 2 SEARCH HEURISTIC. QUESTION ???? What is Artificial Intelligence? The study of systems that act rationally What does rational mean? Given its.
1 CO Games Development 1 Week 8 A* Gareth Bellaby.
A* Reference: “Artificial Intelligence for Games”, Ian Millington.
CSCE 552 Spring 2010 AI (III) By Jijun Tang. A* Pathfinding Directed search algorithm used for finding an optimal path through the game world Used knowledge.
Best-first search is a search algorithm which explores a graph by expanding the most promising node chosen according to a specified rule.
CSCE 552 Fall 2012 AI By Jijun Tang. Homework 3 List of AI techniques in games you have played; Select one game and discuss how AI enhances its game play.
1 Chapter 7 Advanced Pathfinding Techniques improving performance & quality Reference: Game Development Essentials Game Artificial Intelligence.
Beard & McLain, “Small Unmanned Aircraft,” Princeton University Press, 2012, Chapter 12: Slide 1 Chapter 12 Path Planning.
CSCE 552 Spring 2012 AI (III) & Multiplayer By Jijun Tang.
A* Reference: “Artificial Intelligence for Games”, Ian Millington.
Chap 4: Searching Techniques Artificial Intelligence Dr.Hassan Al-Tarawneh.
Efficient Graph Traversal with Realistic Conditions by Olex Ponomarenko st Quarter Draft----
Review: Tree search Initialize the frontier using the starting state
Chapter 5.4 Artificial Intelligence: Pathfinding
Maze Implementation, Analysis and Design to find Shortest Paths
Mathematics & Path Planning for Autonomous Mobile Robots
Search-Based Footstep Planning
A* Path Finding Ref: A-star tutorial.
Team 17c ****** Pathfinding
The Rock Boxers: Tabitha Greenwood Cameron Meade Noah Cahan
CO Games Development 1 Week 8 Depth-first search, Combinatorial Explosion, Heuristics, Hill-Climbing Gareth Bellaby.
Chap 4: Searching Techniques
CSCE 552 Spring 2009 AI (III) By Jijun Tang.
State-Space Searches.
State-Space Searches.
State-Space Searches.
Presentation transcript:

Chapter 5.4 Artificial Intelligence: Pathfinding

2 Introduction Almost every game requires pathfinding Agents must be able to find their way around the game world Pathfinding is not a trivial problem The fastest and most efficient pathfinding techniques tend to consume a great deal of resources

3 Representing the Search Space Agents need to know where they can move Search space should represent either Clear routes that can be traversed Or the entire walkable surface Search space typically doesn’t represent: Small obstacles or moving objects Most common search space representations: Grids Waypoint graphs Navigation meshes

4 Grids 2D grids – intuitive world representation Works well for many games including some 3D games such as Warcraft III Each cell is flagged Passable or impassable Each object in the world can occupy one or more cells

5 Characteristics of Grids Fast look-up Easy access to neighboring cells Complete representation of the level

6 Waypoint Graph A waypoint graph specifies lines/routes that are “safe” for traversing Each line (or link) connects exactly two waypoints

7 Characteristics of Waypoint Graphs Waypoint node can be connected to any number of other waypoint nodes Waypoint graph can easily represent arbitrary 3D levels Can incorporate auxiliary information Such as ladders and jump pads Incomplete representation of the level

8 Navigation Meshes Combination of grids and waypoint graphs Every node of a navigation mesh represents a convex polygon (or area) As opposed to a single position in a waypoint node Advantage of convex polygon Any two points inside can be connected without crossing an edge of the polygon Navigation mesh can be thought of as a walkable surface

9 Navigation Meshes (continued)

10 Characteristics of Navigation Meshes Complete representation of the level Ties pathfinding and collision detection together Can easily be used for 2D and 3D games

11 Searching for a Path A path is a list of cells, points, or nodes that an agent must traverse A pathfinding algorithm finds a path From a start position to a goal position The following pathfinding algorithms can be used on Grids Waypoint graphs Navigation meshes

12 Criteria for Evaluating Pathfinding Algorithms Quality of final path Resource consumption during search CPU and memory Whether it is a complete algorithm A complete algorithm guarantees to find a path if one exists

13 Random Trace Simple algorithm Agent moves towards goal If goal reached, then done If obstacle Trace around the obstacle clockwise or counter-clockwise (pick randomly) until free path towards goal Repeat procedure until goal reached

14 Random Trace (continued) How will Random Trace do on the following maps?

15 Random Trace Characteristics Not a complete algorithm Found paths are unlikely to be optimal Consumes very little memory

16 Understanding A* To understand A* First understand Breadth-First, Best-First, and Dijkstra algorithms These algorithms use nodes to represent candidate paths

17 Understanding A* class PlannerNode { public: PlannerNode *m_pParent; int m_cellX, m_cellY;... }; The m_pParent member is used to chain nodes sequentially together to represent a path

18 Understanding A* All of the following algorithms use two lists The open list The closed list Open list keeps track of promising nodes When a node is examined from open list Taken off open list and checked to see whether it has reached the goal If it has not reached the goal Used to create additional nodes Then placed on the closed list

19 Overall Structure of the Algorithms 1. Create start point node – push onto open list 2. While open list is not empty A. Pop node from open list (call it currentNode) B. If currentNode corresponds to goal, break from step 2 C. Create new nodes (successors nodes) for cells around currentNode and push them onto open list D. Put currentNode onto closed list

20 Breadth-First Finds a path from the start to the goal by examining the search space ply-by-ply

21 Breadth-First Characteristics Exhaustive search Systematic, but not clever Consumes substantial amount of CPU and memory Guarantees to find paths that have fewest number of nodes in them Not necessarily the shortest distance! Complete algorithm

22 Best-First Uses problem specific knowledge to speed up the search process Head straight for the goal Computes the distance of every node to the goal Uses the distance (or heuristic cost) as a priority value to determine the next node that should be brought out of the open list

23 Best-First (continued)

24 Best-First (continued) Situation where Best-First finds a suboptimal path

25 Best-First Characteristics Heuristic search Uses fewer resources than Breadth-First Tends to find good paths No guarantee to find most optimal path Complete algorithm

26 Dijkstra Disregards distance to goal Keeps track of the cost of every path No guessing Computes accumulated cost paid to reach a node from the start Uses the cost (called the given cost) as a priority value to determine the next node that should be brought out of the open list

27 Dijkstra Characteristics Exhaustive search At least as resource intensive as Breadth-First Always finds the most optimal path Complete algorithm

28 A* Uses both heuristic cost and given cost to order the open list Final Cost = Given Cost + (Heuristic Cost * Heuristic Weight)

29 A* (continued) Avoids Best-First trap!

30 A* Characteristics Heuristic search On average, uses fewer resources than Dijkstra and Breadth-First Admissible heuristic guarantees it will find the most optimal path Complete algorithm

31 Summary Two key aspects of pathfinding: Representing the search space Searching for a path

32 PathPlannerApp Demo

33 Waypoint Graph Demo