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AI Game Programming Wisdom 4 by Steve Rabin

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2.12Memory-Efficient Pathfinding Abstractions

Nathan Sturtevant—University of Alberta

nathanst@gmail.com

In the fall of 2006, BioWare Corp approached us about pathfinding research that we were doing at the University of Alberta, in particular to see if our work could be adapted for use in their latest game, Dragon Age. Most of the memory budget allocated to pathfinding was already taken by the map representation, and so we were challenged to build a pathfinding abstraction that would minimize memory usage and still provide a performance boost.

We describe the results of this collaboration in this article. In addition to the representation itself, we also describe how to use the representation for pathfinding, as well as a number of techniques ...

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