International Journal of Computer Games Technology / 2015 / Article / Tab 1

Review Article

A Comprehensive Study on Pathfinding Techniques for Robotics and Video Games

Table 1

Recently reported pathfinding algorithms used in robotics and video games.

TopologiesEnvironment “system”Pathfinding addressesExemplificationMemory complexityTime complexityCost metricPathfinding techniqueReference

Undirected uniform-cost
square grid maps with diagonal movement
StaticSingle-agentGame developmentA* + ALTBestp

IDA* + ALTBestp faster
ALTBestp, Manhattan, and ALT heuristicsA* and IDA* algorithms[71]

Undirected uniform-cost
square grid maps without diagonal movement
StaticSingle-agentGame developmentManhattanImproved A* algorithm[72]

Undirected uniform-cost
square grid maps with diagonal movement
StaticSingle-agentGame developmentNo memory overheadJPS algorithm ManhattanA*, HPA*, and JPS algorithms[13]

Undirected uniform-cost
square grid maps with diagonal movement
StaticSingle-agentGame development
= maximum branching factor, = iteration
IEA* and IDA* algorithms[73]

Undirected uniform-cost
square grid maps with diagonal movement
StaticSingle-agentGame developmentSUB algorithm SUB, BlockA*, CPD-full, CPD-mbm, JPS-offline, JPS-online, PDH, PPQ, and Tree[15]

Undirected uniform-cost
square grid maps with diagonal movement
Real-timeMultiagentGame developmentITF, EITA, and MC-ITA schemes[17]

Undirected uniform-cost
square grid maps with diagonal movement
Real-timeMultiagentGame developmentPRS algorithm Manhattan and EuclideanA*, FS, PBS, and PRS algorithms[74]

Hexagonal gridReal-timeMultiagentRobotics systemsEuclideanAugmented A* and Accelerated A* algorithms[25]

Hexagonal gridReal-timeSingle-agentRobotics developmentD* algorithm[26]

Triangular gridReal-timeMultiagentRobotics and games developmentAD* algorithm[29]

Cubic gridStaticSingle-agentRobotics and games developmentTheta*, Lazy Theta*, and A*[35]

Mesh navigationReal-time and dynamicMultiagentRobotics and games development45 KB of memory per agentFramework[45]

Visible graphDynamicMultiagentRobotics developmentAA* less than A*EuclideanAA* algorithm[41]

WaypointReal-timeMultiagentRobotics developmentAnt colony optimization algorithm[53]

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