Path Planning on Grids: The Effect of Vertex Placement on Path Length

AIIDE, pp. 108-114, 2015.

Cited by: 2|Views15


Video-game designers often tessellate continuous 2dimensional terrain into a grid of blocked and unblocked square cells. The three main ways to calculate short paths on such a grid are to determine truly shortest paths, shortest vertex paths and shortest grid paths, listed here in decreasing order of computation time and increasing order ...More



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