Artificial Intelligence for Computer Games

Heuristics and data structures for A*. World representations. Hierarchical pathfinding.

Chyba: Odkazovaný objekt neexistuje nebo nemáte právo jej číst.
https://is.muni.cz/el/fi/jaro2024/PA217/um/5.pdf
Questions

  1. Compare underestimating and overestimating heuristics for A*.
  2. What are the characteristics of Euclidian distance heuristics?
  3. Describe and discuss cluster heuristics.
  4. What data structures are needed by the A* algorithm?
  5. What is the priority heap? Discuss the complexity of operations.
  6. What are the bucketed priority queues?
  7. What is the division schema, and what are its properties?
  8. Describe and discuss tile-based graphs.
  9. Describe and discuss world representation using Dirichlet domains.
  10. Describe and discuss points of visibility graph.
  11. Describe and discuss navigation meshes. 
  12. How can we use cost functions for world representations?
  13. What is path smoothing? Discuss the algorithm for simple path smoothing.
  14. What is hierarchical pathfinding? How does it work?
  15. How do you compute the distance between clusters using minimum distance? Discuss it for the example.
  16. How do you compute the distance between clusters using maximin distance? Discuss it for the example.
  17. How do you compute the distance between clusters using average minimum distance? Discuss it for the example.
  18. What is the instance graph?