Real-Time Adaptive GPU Multiagent Path Planning
Ugo Erra and Giuseppe Caggianese
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm to allow massively parallel, real-time execution. The new algorithm employs a limited lookahead strategy similar to the wave fronts of a breath-first-search algorithm. Using a heuristic to estimate the most profitable direction for moving along a particular direction at each step, the algorithm strikes a balance between work set size and optimality. The implementation of the algorithm further employs a windowed strategy to reduce the amount of information that needs to be maintained for fast access. We show that the resulting algorithm indeed achieves high ...
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