2011
DOI: 10.5121/ijaia.2011.2401
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Direction Oriented Pathfinding In Video Games

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Cited by 19 publications
(13 citation statements)
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“…In the context of games, the A* search algorithm is popular (cf. Cui and Shi, [39]). There are pros and cons to the various algorithms, the MMAS appears more flexible in settings with varying costs functions, which is determined by the human interventions in this study.…”
Section: Discussionmentioning
confidence: 99%
“…In the context of games, the A* search algorithm is popular (cf. Cui and Shi, [39]). There are pros and cons to the various algorithms, the MMAS appears more flexible in settings with varying costs functions, which is determined by the human interventions in this study.…”
Section: Discussionmentioning
confidence: 99%
“…It has been proved that the shortest path can be determined with proper algorithms such as the the Dijkstra algorithm or A*. It gains game people's attention because of dual capabilities of generating waypoints automatically and guaranteeing the shortest path [5,12]. Because these waypoints are generated at the vertices of obstacles without clearance, however, the planned path is too close to obstacles.…”
Section: Related Workmentioning
confidence: 98%
“…Furthermore, the movement of an NPC or a group of NPCs must be natural and realistic, and efficient planning of such path is an important task in developing games [1,2,[4][5][6][7]12,17].…”
mentioning
confidence: 99%
“…Although many researchers discovered that A* algorithm is ideal, Cui & Shi [19] disagreed and stated that A* could speed up by enhancing it from various perspectives. There are four suggested by Cui & Shi [19] to boost the performance of A* which are search space optimization, memory usage reduction, heuristic functions improvement, and new data structure implementation.…”
Section: Research Perspectives On the Informed Search Algorithms For Pathfinding In Gamesmentioning
confidence: 99%
“…One study by Cui & Shi [19] examined n-sided-poly-based NavMesh that is much easier to automatically produce compared to triangle-based NavMesh. They claimed that their new implementation in n-sided-poly-based NavMesh has an advantage in memory usage.…”
Section: Optimization By Changing Graph Representationmentioning
confidence: 99%