Taking Learning Out of Real-Time Heuristic Search for Video-Game Pathfinding.
Ramon LawrenceVadim BulitkoPublished in: Australasian Conference on Artificial Intelligence (2010)
Keyphrases
- heuristic search
- path finding
- search algorithm
- video games
- search space
- learning process
- learning algorithm
- state space
- constraint satisfaction
- automated planning
- heuristic search algorithms
- planning problems
- artificial neural networks
- domain independent
- search strategies
- fuzzy logic
- game design
- search problems
- ai planning
- evolutionary algorithm
- tree search
- reinforcement learning