2003
DOI: 10.21427/d7zq9j
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Pathfinding in Computer Games

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Cited by 11 publications
(2 citation statements)
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“…Many of them can be mentioned referring to Barzanji (2019) and Yunlong and Wenxin (2022) where the role of AI in Game Development is given by using techniques and paradigms to better user-performance. The articles of Barzanji (2019) and (Graham, McCabe & Sheridan 2003) describe the following algorithms as Path Finding that follows then the Natural Paths and the Bezier Curve to gain a more natural performance. Other algorithms mentioned in Barzanji (2019), include the Finite State Machines and Decision Trees.…”
Section: Ai Algorithms and Techniques Used In Game Designingmentioning
confidence: 99%
“…Many of them can be mentioned referring to Barzanji (2019) and Yunlong and Wenxin (2022) where the role of AI in Game Development is given by using techniques and paradigms to better user-performance. The articles of Barzanji (2019) and (Graham, McCabe & Sheridan 2003) describe the following algorithms as Path Finding that follows then the Natural Paths and the Bezier Curve to gain a more natural performance. Other algorithms mentioned in Barzanji (2019), include the Finite State Machines and Decision Trees.…”
Section: Ai Algorithms and Techniques Used In Game Designingmentioning
confidence: 99%
“…All places which can be reached by waypoints should be reachable from any waypoints by traveling along one or more waypoints, resulting in a path the agent can move on [11]. For better navigation, the agent needs to know what the current waypoint is and whether the path can only be passed once (open path) or the path is a circuit, which means it will return to the first waypoint in the list and start all over again (closed path) [12].…”
Section: Waypoint System Design and Implementationmentioning
confidence: 99%