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      The Effective Pathfinding Algorithm for Gaming Maps Using Systemized Iterative Deepening A

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      https://www.riss.kr/link?id=A101887822

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      다국어 초록 (Multilingual Abstract)

      A<SUP>*</SUP> algorithm is the de facto standard used for a pathfinding search. IDA* is a space-efficient version of A<SUP>*</SUP>, but it suffers from CPU cycles in the search space (the price for using no storage), repeatedly...

      A<SUP>*</SUP> algorithm is the de facto standard used for a pathfinding search. IDA* is a space-efficient version of A<SUP>*</SUP>, but it suffers from CPU cycles in the search space (the price for using no storage), repeatedly visiting nodes from left to- right traversal of the search tree. To overcome these concerns, recently fringe search algorithm is launched. At some extent, fringe search algorithm performs iterations same as A<SUP>*</SUP> and IDA<SUP>*</SUP>, but still the fringe search algorithm has some drawbacks, visiting nodes that are irrelevant for the current iteration. In this paper, Systemized Iterative Deepening A<SUP>*</SUP> (SIDA<SUP>*</SUP>) introduced to eliminate in-efficiencies such as, search space, visiting irrelevant nodes. It also detects dead ends and reachs the destination node faster than the existing pathfinding algorithms. We considered on-track strategy for accidental obstacles, in addition we include curvature information to avoid off road in static curves. Finally our experiment results performed on grid based pathfinding application between SIDA<SUP>*</SUP> and A<SUP>*</SUP>. We executed on two different platforms with and without obstacles (walls), in both different platforms SIDA<SUP>*</SUP> achieve 15-35% (i.e., time, length, weight, operation) faster than A<SUP>*</SUP> search algorithm. Evaluation results of proposed framework, On-track strategy shows effective for avoiding obstacles on static curves.

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      참고문헌 (Reference)

      1 고정운, "임의의 공간상에서 A-Star 알고리즘을 사용한 AGV 통합 환경 시스템" 한국정보기술학회 11 (11): 227-235, 2013

      2 안진호, "우선순위 큐를 이용한 A* 기반 최단경로 탐색 기법" 한국정보기술학회 8 (8): 1-7, 2010

      3 C. Hernandez, "Tree Adaptive A*" 123-130, 2011

      4 D. Loiacono, "The WCCI 2008 simulated car racing competition" 119-126, 2008

      5 Bagchi, Mahanti, "Search algorithms under different kinds of heuristics - a comparative study" 30 (30): 1-21, 1983

      6 Martelli, A., "On the complexity of admissible search algorithms" 8 : 1-13, 1977

      7 J. Quadflieg, "Learning the track and planning ahead in a car racing controller"

      8 Pearl, "Intelligent Search Strategies for Computer Problem Solving" Addison &Wesley 1984

      9 Koenig, Sven, "Incremental heuristic search in AI"

      10 Koenig, Sven, "Incremental heuristic search in AI" 25 (25): 99-112, 2004

      1 고정운, "임의의 공간상에서 A-Star 알고리즘을 사용한 AGV 통합 환경 시스템" 한국정보기술학회 11 (11): 227-235, 2013

      2 안진호, "우선순위 큐를 이용한 A* 기반 최단경로 탐색 기법" 한국정보기술학회 8 (8): 1-7, 2010

      3 C. Hernandez, "Tree Adaptive A*" 123-130, 2011

      4 D. Loiacono, "The WCCI 2008 simulated car racing competition" 119-126, 2008

      5 Bagchi, Mahanti, "Search algorithms under different kinds of heuristics - a comparative study" 30 (30): 1-21, 1983

      6 Martelli, A., "On the complexity of admissible search algorithms" 8 : 1-13, 1977

      7 J. Quadflieg, "Learning the track and planning ahead in a car racing controller"

      8 Pearl, "Intelligent Search Strategies for Computer Problem Solving" Addison &Wesley 1984

      9 Koenig, Sven, "Incremental heuristic search in AI"

      10 Koenig, Sven, "Incremental heuristic search in AI" 25 (25): 99-112, 2004

      11 Ghosh, S., "ITS:An efficient limited-memory heuristic tree search algorithm" 1353-1358, 1994

      12 Wikipedia, "IDA*"

      13 Y. C. Hui, "Game AI: artificial intelligence for 3D path finding" 2 : 2004

      14 Wikipedia, "Fringe serach"

      15 Björnsson, Yngvi, "Fringe Search: Beating A* at Pathfinding on Game Maps" 2005

      16 Reinefeld, A., "Enhanced iterative-deepening search" 16 : 701-710, 1994

      17 Russell, S. J., "Efficient memorybounded search methods" Wiley 1-5, 1992

      18 Korf, "Depth-first Iterative-Deepening: An Optimal Admissible Tree Search" 27 : 97-109, 1985

      19 N. Hansen, "Completely derandomized self adaption in ecolution strategied" 9 : 159-195, 2001

      20 Martin V. Butz, "COBOSTAR (On track Strategy )" 2009

      21 B. G. Weber, "Building human-level ai for realtime strategy games" AAAI Press 2011

      22 F. Safadi, "Artificial intelligence design for real-time strategy games" 2011

      23 Suyanto, "Artificial Intelligence: Searching -Reasoning - Planning - Learning (Edisi Revisi)"

      24 S. Ontanon, "A survey of real-time strategy game AI research and competition in StarCraft" 293-311, 2013

      25 Mohamad EL Falou, "A Decentralized Multiagent Pathfinding Algorithm" 2012

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2022 평가예정 재인증평가 신청대상 (재인증)
      2019-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2016-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2012-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2009-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2008-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2006-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.45 0.45 0.39
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.38 0.35 0.566 0.16
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