Benchmarks for Grid-Based Pathfinding
By Nathan R Sturtevant. IEEE Transactions on Computational Intelligence and AI in Games, 2012
625 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/3c23b80e0d891458943105a422cdf31040109547
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sven Koenig
- Jiaoyang Li
- Hang Ma
- T. K. Satish Kumar
- Ariel Felner
- Roni Stern
- David Churchill
- Guni Sharon
In Developmental and Educational Psychology
- David Churchill
- Ariel Felner
- Roni Stern
- Guni Sharon
- José Hernandez-Orallo
- Sven Koenig
- Jiaoyang Li
- Hang Ma
In Sociology and Political Science
- David Churchill
- Ariel Felner
- Roni Stern
- Guni Sharon
- José Hernandez-Orallo
- Sven Koenig
- Jiaoyang Li
- Hang Ma
Citations in the corpus
- Evaluation in artificial intelligence: from task-oriented to ability-oriented measurement (2017, background): “The complexity metric can be specific to the application, such as the complexity for mazes in (Bagnall and Zatuchna, 2005; Zatuchna and Bagnall, 2009) or grid-world domains in (Sturtevant, 2012), or it can be a more general approach (e.g., Kolmogorov complexity).”
- A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft (2013, neutral): “A comprehensive review about (grid-based) pathfinding was recently done by Sturtevant [64].”
- ICBS: The Improved Conflict-Based Search Algorithm for Multi-Agent Pathfinding (2015, methodology): “Figure 1 presents the success rate (left) and runtime (right) for the three standard benchmark maps (brc202d:top, ost003d:middle, den520d:bottom) of the game Dragon Age: Origins (DAO) (Sturtevant 2012) that were used by Sharon et al.”
- Suboptimal Variants of the Conflict-Based Search Algorithm for the Multi-Agent Pathfinding Problem (2014, methodology): “• Dragon Age Origins (DAO) Maps - we experimented with many maps from Sturtevant’s repository (Sturtevant 2012) but report results on the BRC202D map which has relatively many conflicts due to corridors and bottlenecks.”
- Heuristic Search Techniques for Real-Time Strategy Games (2016, methodology): “Sturtevant performed an extensive review of grid-based pathfinding methods in [78].”
- Multi-Agent Pathfinding: Definitions, Variants, and Benchmarks (2019, methodology): “All maps were taken from the MovingAI pathfinding repository (Sturtevant 2012).”
- Searching with Consistent Prioritization for Multi-Agent Path Finding (2018, methodology): “We also use MAPF instances on two standard benchmark maps brc202d (a 481 × 530 four-neighbor grid) and lak503d (a 192×192 four-neighbor grid) of the game Dragon Age: Origins (Sturtevant 2012).”