harada
Seeing the permutation property isn't straightforward until you change your definition of a path: from an ordered sequence of edges to an ordered sequence of vectors.
Take the following two paths as examples:
p1 = {up, up, up, right, right, right} p2 = {up, right, up, right, up, right}
Not only are they equivalent but I can derive one from the other by just changing the order of the moves.
Such symmetries are plentiful on grid maps: as soon as you have a large open area, you introduce lots of possible ways to cross it.
Swamps is a nice technique for narrowing the scope of the current search; it achieves ~5x maximum speedup and could be combined with Jump Point Search to go faster still.
The comparison to HPA is summarised in the article. Additional evaluations are the subject of further work :)
Faster pathfinding using Jump Point Search
Faster Pathfinding using Empty Rectangles
Fast Pathfinding via Symmetry Breaking
http://harablog.wordpress.com/2011/08/26/fast-pathfinding-via-symmetry-breaking/
Some recent algorithmic results from my doctoral research. Perhaps of interest to the HN community; particularly those hacking on games or robot motion planning.
The Paper (a short poem about research)
AIIDE 2010 Conference Summary (Game AI)
I ended up paying $100. Most of the money went to Child's Play but the devs still got $20 and the EFF $10.