# videogames
2022 / Benchmarks for Pathfinding Search: Iron Harvest
Harabor, D., Hechenberger, R., & Jahn, T. (2022). Benchmarks for Pathfinding Search: Iron Harvest. In L. Chrpa & A. Saetti (Eds.), Proceedings of the Fifteenth International Symposium on Combinatorial Search, SOCS 2022, Vienna, Austria, July 21-23, 2022 (pp. 218–222). AAAI Press. https://doi.org/10.1609/SOCS.V15I1.217702015 / Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game Maps
Baier, J. A., Botea, A., Harabor, D., & Hernández, C. (2015). Fast Algorithm for Catching a Prey Quickly in Known and Partially Known Game Maps. IEEE Trans. Comput. Intellig. and AI in Games, 7(2), 193–199. https://doi.org/10.1109/TCIAIG.2014.23378892013 / Moving Target Search With Compressed Path Databases
Botea, A., Baier, J. A., Harabor, D., & Hernández, C. (2013). Moving Target Search With Compressed Path Databases. ICAPS.2012 / TRANSIT Routing on Video Game Maps
Antsfeld, L., Harabor, D. D., Kilby, P., & Walsh, T. (2012). TRANSIT Routing on Video Game Maps. AIIDE.2008 / Hierarchical Path Planning for Multi-Size Agents in Heterogeneous Environments
Harabor, D., & Botea, A. (2008). Hierarchical Path Planning for Multi-Size Agents in Heterogeneous Environments. Proceedings of the IEEE Symposium on Computational Intelligence and Games CIG-08, 258–265.