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Topologies | Environment “system” | Pathfinding addresses | Exemplification | Memory complexity | Time complexity | Cost metric | Pathfinding technique | Reference |
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Undirected uniform-cost square grid maps with diagonal movement | Static | Single-agent | Game development | — | A* + ALTBestp IDA* + ALTBestp faster | ALTBestp, Manhattan, and ALT heuristics | A* and IDA* algorithms | [71] |
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Undirected uniform-cost square grid maps without diagonal movement | Static | Single-agent | Game development | — | | Manhattan | Improved A* algorithm | [72] |
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Undirected uniform-cost square grid maps with diagonal movement | Static | Single-agent | Game development | No memory overhead | JPS algorithm | Manhattan | A*, HPA*, and JPS algorithms | [13] |
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Undirected uniform-cost square grid maps with diagonal movement | Static | Single-agent | Game development | = maximum branching factor, = iteration | — | — | IEA* and IDA* algorithms | [73] |
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Undirected uniform-cost square grid maps with diagonal movement | Static | Single-agent | Game development | — | SUB algorithm | — | SUB, BlockA*, CPD-full, CPD-mbm, JPS-offline, JPS-online, PDH, PPQ, and Tree | [15] |
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Undirected uniform-cost square grid maps with diagonal movement | Real-time | Multiagent | Game development | — | — | — | ITF, EITA, and MC-ITA schemes | [17] |
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Undirected uniform-cost square grid maps with diagonal movement | Real-time | Multiagent | Game development | — | PRS algorithm | Manhattan and Euclidean | A*, FS, PBS, and PRS algorithms | [74] |
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Hexagonal grid | Real-time | Multiagent | Robotics systems | — | — | Euclidean | Augmented A* and Accelerated A* algorithms | [25] |
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Hexagonal grid | Real-time | Single-agent | Robotics development | — | — | — | D* algorithm | [26] |
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Triangular grid | Real-time | Multiagent | Robotics and games development | — | — | — | AD* algorithm | [29] |
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Cubic grid | Static | Single-agent | Robotics and games development | — | — | — | Theta*, Lazy Theta*, and A* | [35] |
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Mesh navigation | Real-time and dynamic | Multiagent | Robotics and games development | 45 KB of memory per agent | — | — | Framework | [45] |
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Visible graph | Dynamic | Multiagent | Robotics development | AA* less than A* | — | Euclidean | AA* algorithm | [41] |
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Waypoint | Real-time | Multiagent | Robotics development | — | — | — | Ant colony optimization algorithm | [53] |
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