Dave wrote:
> I'm looking for information on multi-agent pathfinding, either from
> academic research or the games industry.
> The problem: find optimal or near-optimal routes on a grid to get n
> agents to n different destinations, avoiding collisions.
> I'm looking at ways to improve on the usual approach (A* for each
> agent, and then recompute route every time a collision is imminent)
Not sure thats the usual approach. For my stuff[1] I do an A* path
plan every so often on each agent. This makes sure and catches doors
closing and such.
However, this A* stuff doesnt take into account any other agents,
just large moving objects that affect nav.
For more mobile objects I use avoidance code that works on a local
level.
[1] did all the Nav work for Oddworld: Stranger's Wrath, out soon.
--
marc
>> Stay informed about: Multi-agent pathfinding