TY - GEN
T1 - Diverse Shortest Paths in Game Maps
T2 - 33rd Australasian Database Conference, ADC 2022
AU - Li, Lingxiao
AU - Cheema, Muhammad Aamir
AU - Ali, Mohammed Eunus
AU - Lu, Hua
AU - Li, Huan
PY - 2022
Y1 - 2022
N2 - Computing diverse shortest paths requires finding a set of k alternative paths (including the shortest path) between a given source s and a target t. Intuitively, these paths should be significantly different from each other and meaningful/natural (e.g., must not contain loops or unnecessary detours). While finding diverse shortest paths (also called alternative paths) in road networks has been extensively studied, to the best of our knowledge, we are the first to formally study alternative pathfinding in game maps which are typically represented as Euclidean planes containing polygonal obstacles. First, we adapt the existing techniques designed for road networks to find alternative paths in the game maps. Then, we design a web-based system that allows the users to visualise the alternative paths generated by these existing approaches in different maps. Finally, we use this web-based system to conduct a user study that shows that the existing road network approaches generate high-quality alternative paths when adapted for the game maps. Furthermore, we also evaluate the quality of alternative paths returned by existing approaches using some well-known quantitative measures on a widely used game maps benchmark.
AB - Computing diverse shortest paths requires finding a set of k alternative paths (including the shortest path) between a given source s and a target t. Intuitively, these paths should be significantly different from each other and meaningful/natural (e.g., must not contain loops or unnecessary detours). While finding diverse shortest paths (also called alternative paths) in road networks has been extensively studied, to the best of our knowledge, we are the first to formally study alternative pathfinding in game maps which are typically represented as Euclidean planes containing polygonal obstacles. First, we adapt the existing techniques designed for road networks to find alternative paths in the game maps. Then, we design a web-based system that allows the users to visualise the alternative paths generated by these existing approaches in different maps. Finally, we use this web-based system to conduct a user study that shows that the existing road network approaches generate high-quality alternative paths when adapted for the game maps. Furthermore, we also evaluate the quality of alternative paths returned by existing approaches using some well-known quantitative measures on a widely used game maps benchmark.
KW - Alternative pathfinding
KW - Diverse shortest paths
KW - Game maps
KW - Alternative pathfinding
KW - Diverse shortest paths
KW - Game maps
U2 - 10.1007/978-3-031-15512-3_6
DO - 10.1007/978-3-031-15512-3_6
M3 - Article in proceedings
AN - SCOPUS:85137983870
SN - 9783031155116
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 76
EP - 88
BT - Databases Theory and Applications - 33rd Australasian Database Conference, ADC 2022, Proceedings
A2 - Hua, Wen
A2 - Wang, Hua
A2 - Li, Lei
PB - Springer
Y2 - 2 September 2022 through 4 September 2022
ER -