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Pathfinding in partially explored games environments: The application of the A∗ Algorithm with occupancy grids in Unity3D.
John Stamford
Arjab Singh Khuman
Jenny Carter
Samad Ahmadi
Published in:
UKCI (2014)
Keyphrases
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path finding
dynamic programming
theoretical analysis
computational complexity
preprocessing
np hard
path planning
objective function
particle swarm optimization
learning algorithm
decision trees
optimal solution
optimal path