https://ad-wiki.informatik.uni-freiburg.de/teaching/Efficien...
It pre-computes all the paths from all nodes to all nodes, and it's incredibly efficient.
Most awesome algorithm ever :D
https://en.wikipedia.org/wiki/Floyd%E2%80%93Warshall_algorit...
Mostly used for drone/rover/robot navigation in open environments, with the graphs evolving as the robot discover the environment.
D* can be pathologically slower than repeated A* searches under such conditions.
Ideally speaking, you need to plan in higher dimensions to get an optimal path in dynamic environments
The pre-computation JPS(+) does is cheating because it's essentially providing a quicker-to-evaluate heuristic than A* gets to use.
So yes, I agree - the title is misleading! However, it's still a pretty cool efficiency for situations where it's applicable.
And of course there's a serious down-side: if the graph changes at runtime (eg. player builds a new door, or blows away a bridge) the preprocessing has to be redone, and it's not cheap.
With respect to the techniques that require precomputation, however, I wonder how they perform with such moving obstacles. Potentially quite terribly, I imagine.
JPS by itself (not JPS+ in this video) is notable for not requiring any precomputation to achieve some speedup.
If you're willing to precompute some things, there are lots of other techniques available for unweighted grid maps. http://www.cs.du.edu/~sturtevant/papers/GPPC-2014.pdf has an overview of techniques and some benchmarks that use real-world game maps (Baldur's Gate, Dragon Age).
I believe the "goal bounding" from the video is called "arc flags" in the literature.