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References

Bailey, J., Tovey, C., Uras, T., Koenig, S., & Nash, A. (2015). Path Planning on Grids: The Effect of Vertex Placement on Path Length. In Proceedings of the Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), pp. 108-114.

Botea, A., Mŭller, M., & Schaeffer, J. (2004). Near Optimal Hierarchical Pathfinding. Journal of Game Development, 1, 7-28.

Daniel, K., Nash, A., Koenig, S., & Felner, A. (2010). Theta*: Any-Angle Path Planning on Grids. Journal of Artiffcial Intelligence Research, 39, 553-579.

Dijkstra, E. W. (1959). A Note on Two Problems in Connexion with Graphs. Numerische Mathematik, 1, 269-271.

Goldstein, R., Walmsley, K., Bibliowicz, J., Tessier, A., Breslav, S. & Khan, A. (2022). Path Counting for Grid-Based Navigation, Journal of Artificial Intelligence Research, 74, 917-955.

Han, J., Uras, T., & Koenig, S. (2020). Toward a String-Pulling Approach to Path Smoothing on Grid Graphs. In Proceedings of the Symposium on Combinatorial Search (SoCS), pp. 106-110.

Harabor, D., & Grastien, A. (2011). Online Graph Pruning for Pathfinding on Grid Maps. In Proceedings of the AAAI Conference on Artificial Intelligence (AAAI), pp. 1114–1119.

Hart, P. E., Nilsson, N. J., & Raphael, B. (1968). A Formal Basis for the Heuristic Determination of Minimum Cost Paths. IEEE Transactions on Systems Science and Cybernetics, 4 (2), 100-107.

Hu, Y., Harabor, D., Qin, L., & Yin, Q. (2021). Regarding Goal Bounding and Jump Point Search, Journal of Artificial Intelligence Research, 70, 631-681.

Kumar, G. K. S., Aine, S., & Likhachev, M. (2022). Euclidean Distance-Optimal Post-processing of Grid-Based Paths, In Proceedings of the Thirty-Second International Conference on Automated Planning and Scheduling (ICAPS), pp. 321-328.

Lozano-Pérez, T., & Wesley, M. A. (1979). An Algorithm for Planning Collision-Free Paths Among Polyhedral Obstacles. Communications of the ACM, 22 (10), 560-570.

Patel, A. (2020a). Implementation of A*. Online article from Red Blob Games.

Patel, A. (2020b). Introduction to the A* Algorithm. Online article from Red Blob Games.

Rivera, N., Hernández, C., Hormazábal, N., & Baier, J. A. (2020). The 2^k Neighborhoods for Grid Path Planning, Journal of Artificial Intelligence Research, 67, 81-113.

Sturtevant, N. R. (2012). Benchmarks for Grid-Based Pathfinding. Transactions on Computational Intelligence and AI in Games, 4 (2), 144-148.

Sturtevant, N. R., & Rabin, S. (2016). Canonical Orderings on Grids. In Proceedings of the International Joint Conference on Artificial Intelligence (IJCAI), pp. 683-689.

Uras, T., & Koenig, S. (2015). An Empirical Comparison of Any-Angle Path-Planning Algorithms. In Proceedings of the Symposium on Combinatorial Search (SoCS), pp. 206-210, code available at: http://idm-lab.org/anyangle.

Whitmer, N. (2013). A Visual Explanation of Jump Point Search. Online article from zerowidth positive lookahead.

Yap, P., Burch, N., Holte, R., & Schaeffer, J. (2011). Block A*: Database-Driven Search with Applications in Any-Angle Path-Planning. In Proceedings of the AAAI Conference on Artificial Intelligence (AAAI), pp. 120-125.

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