A heuristic search algorithm with modifiable estimate
Artificial Intelligence
Depth-first iterative-deepening: an optimal admissible tree search
Artificial Intelligence
The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
Artificial Intelligence
Do the right thing: studies in limited rationality
Do the right thing: studies in limited rationality
Linear-space best-first search
Artificial Intelligence
Artificial Intelligence - Special issue on heuristic search in artificial intelligence
AI Magazine
Speeding up the Convergence of Real-Time Search
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Searching with Pattern Databases
AI '96 Proceedings of the 11th Biennial Conference of the Canadian Society for Computational Studies of Intelligence on Advances in Artificial Intelligence
Controlling the learning process of real-time heuristic search
Artificial Intelligence
Learning extension parameters in game-tree search
Information Sciences—Informatics and Computer Science: An International Journal - Special issue: Heuristic search and computer game playing III
A Comparison of Fast Search Methods for Real-Time Situated Agents
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 2
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Data Mining: Practical Machine Learning Tools and Techniques, Second Edition (Morgan Kaufmann Series in Data Management Systems)
Speeding up learning in real-time search via automatic state abstraction
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 3
Partial pathfinding using map abstraction and refinement
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 3
Theta*: any-angle path planning on grids
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Graph abstraction in real-time heuristic search
Journal of Artificial Intelligence Research
Real-time heuristic search with a priority queue
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Lookahead pathologies for single agent search
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
The focussed D* algorithm for real-time replanning
IJCAI'95 Proceedings of the 14th international joint conference on Artificial intelligence - Volume 2
An analysis of map-based abstraction and refinement
SARA'07 Proceedings of the 7th International conference on Abstraction, reformulation, and approximation
A robust and fast action selection mechanism for planning
AAAI'97/IAAI'97 Proceedings of the fourteenth national conference on artificial intelligence and ninth conference on Innovative applications of artificial intelligence
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Memory-based heuristics for explicit state spaces
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Case-based subgoaling in real-time heuristic search for video game pathfinding
Journal of Artificial Intelligence Research
Avoiding and escaping depressions in real-time heuristic search
Journal of Artificial Intelligence Research
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Real-time heuristic search is a challenging type of agent-centered search because the agent's planning time per action is bounded by a constant independent of problem size. A common problem that imposes such restrictions is pathfinding in modern computer games where a large number of units must plan their paths simultaneously over large maps. Common search algorithms (e.g., A*, IDA*, D*, ARA*, AD*) are inherently not real-time and may lose completeness when a constant bound is imposed on per-action planning time. Real-time search algorithms retain completeness but frequently produce unacceptably suboptimal solutions. In this paper, we extend classic and modern real-time search algorithms with an automated mechanism for dynamic depth and subgoal selection. The new algorithms remain real-time and complete. On large computer game maps, they find paths within 7% of optimal while on average expanding roughly a single state per action. This is nearly a three-fold improvement in suboptimality over the existing state-of-the-art algorithms and, at the same time, a 15-fold improvement in the amount of planning per action.