An optimised implementation of the A∗ algorithm using the STL

Bryan Duggan, Fred Mtenzi

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In this paper we present our work on developing a fast, memory efficient and student friendly implementation of the A∗ algorithm for use in teaching using the game Dalek World. We first present our criteria for evaluating an implementation of the A∗ namely that it should be easy for students to understand, support multiple heuristics and demonstrate some of the optimisation issues which are relevant to implementing path finding. We compare three candidate A∗ implementations using various data structures to hold the open and closed lists. We conclude that our own implementation based on the STL map and priority queue data structures is both the easiest to learn from and also the fastest.

Original languageEnglish
Title of host publicationProceedings of CGAMES 2006 - 8th International Conference on Computer Games
Subtitle of host publicationArtificial Intelligence and Mobile Systems
EditorsQuasim Mehdi, Adel Elmaghraby
PublisherUniversity of Wolverhampton
Pages86-90
Number of pages5
ISBN (Electronic)0954901614
Publication statusPublished - 2006
Externally publishedYes
Event8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems, CGAMES 2006 - Louisville, United States
Duration: 24 Jul 200627 Jul 2006

Publication series

NameProceedings of CGAMES 2006 - 8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems

Conference

Conference8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems, CGAMES 2006
Country/TerritoryUnited States
CityLouisville
Period24/07/0627/07/06

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