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Grid Pathfinding on the 2k Neighborhoods

AAAI 2017 · Learning theory and algorithms › Combinatorial and search optimization · approach: Heuristic and local search algorithms · 1 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
increase neighborhood from 4 to 8regular A* with 2^k-tile heuristic · Starcraft mapssolution cost: 804.2 -> 668.0Helped
increase neighborhood from 32 to 128regular A* with 2^k-tile heuristic · Starcraft mapssolution cost: 637.0 -> 634.8No clear effect
increase neighborhood from 4 to 128regular A* with 2^k-tile heuristic · Starcraft mapsruntime (ms): 10.59 -> 60.32Hurt
increase neighborhood from 4 to 128regular A* with 2^k-tile heuristic · BG mapssolution cost: 304.6 -> 236.3Helped
increase neighborhood from 4 to 128regular A* with 2^k-tile heuristic · WC3 mapssolution cost: 245.3 -> 197.3Helped
replace Euclidean with 2^k-tile heuristic in regular A*regular A* 8-neighborhood · Starcraft mapsruntime (ms): 17.40 -> 12.98Helped
replace Euclidean with 2^k-tile heuristic in regular A*regular A* 4-neighborhood · Starcraft mapsruntime (ms): 25.42 -> 10.59Helped
replace Euclidean with 2^k-tile heuristic in regular A*regular A* 128-neighborhood · Starcraft mapsruntime (ms): 60.84 -> 60.32No clear effect
add canonical ordering to A* with 2^k-tile heuristicA* 128-neighborhood · Starcraft mapsruntime (ms): 60.32 -> 15.29Helped
add canonical ordering to A* with 2^k-tile heuristicA* 4-neighborhood · Starcraft mapsruntime (ms): 10.59 -> 8.79Helped
replace Euclidean with 2^k-tile heuristic in canonical A*canonical A* 4-neighborhood · Starcraft mapsruntime (ms): 23.67 -> 8.79Helped
replace Euclidean with 2^k-tile heuristic in canonical A*canonical A* 128-neighborhood · Starcraft mapsruntime (ms): 14.20 -> 15.29Hurt

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