This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm to allow massively parallel, real-time execution. The new algorithm employs a limited lookahead strategy similar to the wave fronts of a breath-first search algorithm. Using a heuristic to estimate the most profitable direction for moving along a particular direction at each step, the algorithm strikes a balance between work set size and optimality. The implementation of the algorithm further employs a windowed strategy to reduce the amount of information that needs to be maintained for fast access. We show that the resulting algorithm indeed achieves high efficiency while yielding good quality movement paths
Real-time Adaptive GPU multi-agent path planning
ERRA, UGO;CAGGIANESE, GIUSEPPE
2012-01-01
Abstract
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm to allow massively parallel, real-time execution. The new algorithm employs a limited lookahead strategy similar to the wave fronts of a breath-first search algorithm. Using a heuristic to estimate the most profitable direction for moving along a particular direction at each step, the algorithm strikes a balance between work set size and optimality. The implementation of the algorithm further employs a windowed strategy to reduce the amount of information that needs to be maintained for fast access. We show that the resulting algorithm indeed achieves high efficiency while yielding good quality movement pathsFile | Dimensione | Formato | |
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