An Extension of Pathfinding Algorithms for Randomly Determined Speeds

Document Type

Conference Proceeding

Publication Date

1-1-2024

Abstract

Pathfinding is the search of an optimal path between two points on a graph. This paper investigates the performance of pathfinding algorithms in 3D voxel environments, focusing on optimizing paths for both time and distance. Utilizing computer simulations in Unreal Engine 5, four algorithms - A*, Dijkstra's algorithm, Dijkstra's algorithm with speed consideration, and a novel adaptation referred to as Time∗ - are tested across various environment sizes. Results indicate that while Time∗ exhibits a longer execution time than A*, it significantly outperforms all other algorithms in traversal time optimization. Despite slightly longer path lengths, Time∗ can compute more efficient paths. Statistical analysis of the results suggests consistent performance of Time∗ across trials. Implications highlight the significance of speed-based pathfinding algorithms in practical applications and suggest further research into optimizing algorithms for variable speed environments.

Identifier

85217670990 (Scopus)

ISBN

[9798350367942]

Publication Title

Conference Proceedings of the IEEE International Performance, Computing, and Communications Conference

External Full Text Location

https://doi.org/10.1109/IPCCC59868.2024.10850316

ISSN

10972641

Fund Ref

New Jersey Institute of Technology

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