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Adaptive A

Published: 25 July 2005 Publication History
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  • Abstract

    Agents often have to perform repeated on-line searches as they gain additional knowledge about their environment. We describe an incremental version of A*, called Adaptive A*, that solves series of similar search problems faster than running A* repeatedly from scratch because it updates its heuristics between search episodes. It is simpler than other incremental versions of A* and thus likely easier to extend and adapt to new applications.

    References

    [1]
    S. Koenig and M. Likhachev. D* Lite. In Proceedings of the National Conference on Artificial Intelligence, pages 476--483, 2002.
    [2]
    S. Koenig, C. Tovey, and Y. Smirnov. Performance bounds for planning in unknown terrain. Artificial Intelligence, 147:253--279, 2003.

    Cited By

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    • (2022)Adaptively Informed Trees (AIT*) and Effort Informed Trees (EIT*)International Journal of Robotics Research10.1177/0278364921106957241:4(390-417)Online publication date: 1-Apr-2022
    • (2022) Static Rectangle Expansion A * Algorithm for Pathfinding IEEE Transactions on Games10.1109/TG.2020.301260214:1(23-35)Online publication date: Mar-2022
    • (2020)Fuzzy controller and emotional model for evacuation of virtual crowd behaviorsIntelligent Decision Technologies10.3233/IDT-19009214:2(199-214)Online publication date: 2-Jul-2020
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    Published In

    cover image ACM Conferences
    AAMAS '05: Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
    July 2005
    1407 pages
    ISBN:1595930930
    DOI:10.1145/1082473
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 25 July 2005

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    Author Tags

    1. A*
    2. D* lite
    3. heuristic search
    4. incremental search
    5. planning with the freespace assumption

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    Overall Acceptance Rate 1,155 of 5,036 submissions, 23%

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    Cited By

    View all
    • (2022)Adaptively Informed Trees (AIT*) and Effort Informed Trees (EIT*)International Journal of Robotics Research10.1177/0278364921106957241:4(390-417)Online publication date: 1-Apr-2022
    • (2022) Static Rectangle Expansion A * Algorithm for Pathfinding IEEE Transactions on Games10.1109/TG.2020.301260214:1(23-35)Online publication date: Mar-2022
    • (2020)Fuzzy controller and emotional model for evacuation of virtual crowd behaviorsIntelligent Decision Technologies10.3233/IDT-19009214:2(199-214)Online publication date: 2-Jul-2020
    • (2020)Adaptively Informed Trees (AIT*): Fast Asymptotically Optimal Path Planning through Adaptive Heuristics2020 IEEE International Conference on Robotics and Automation (ICRA)10.1109/ICRA40945.2020.9197338(3191-3198)Online publication date: May-2020
    • (2020)Online Process Monitoring Using Incremental State-Space Expansion: An Exact AlgorithmBusiness Process Management10.1007/978-3-030-58666-9_9(147-164)Online publication date: 13-Sep-2020
    • (2019)Robot Path Planning for Multiple Target Regions2019 European Conference on Mobile Robots (ECMR)10.1109/ECMR.2019.8870971(1-6)Online publication date: Sep-2019
    • (2017)D* Extra Lite: A Dynamic A* With Search–Tree Cutting and Frontier–Gap RepairingInternational Journal of Applied Mathematics and Computer Science10.1515/amcs-2017-002027:2(273-290)Online publication date: 8-Jul-2017
    • (2017)Path Planning for an Unmanned Ground Vehicle Traversing Rough Terrain with Unknown AreasAutomation 201710.1007/978-3-319-54042-9_29(319-329)Online publication date: 1-Mar-2017
    • (2015)Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game MapsIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2014.23378897:2(193-199)Online publication date: Jun-2015
    • (2015)Reusing cost-minimal paths for goal-directed navigation in partially known terrainsAutonomous Agents and Multi-Agent Systems10.1007/s10458-014-9266-029:5(850-895)Online publication date: 1-Sep-2015
    • Show More Cited By

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