Abstract
One of the key aspects of games development is making Non-Playable Characters (NPC) behave more realistically in the environment. One of the main challenges is creating an NPC that is aware of its surroundings and acts accordingly. The A∗ Algorithm is widely used in the games development community to allow AI based characters to move around the environment however unlike real characters they are often given information about the environment without having to explore. This paper combines the use of the A∗ Algorithm with the occupancy grid technique to allow Non-Playable Characters to build their own representation of the environment and plan paths based on this information. The paper demonstrates the application of the approach and shows a range of testing and its limitations.
Original language | English |
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Title of host publication | 2014 14th UK Workshop on Computational Intelligence, UKCI 2014 - Proceedings |
Editors | Mariam Kiran, Daniel Neagu, Paul Trundle |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
ISBN (Electronic) | 9781479955381 |
DOIs | |
Publication status | Published - 20 Oct 2014 |
Externally published | Yes |
Event | 14th UK Workshop on Computational Intelligence - University of Bradford, Bradford, United Kingdom Duration: 8 Sep 2014 → 10 Sep 2014 Conference number: 14 http://www.computing.brad.ac.uk/ukci2014/ (Link to Conference Website ) https://ieeexplore.ieee.org/xpl/conhome/6917611/proceeding |
Workshop
Workshop | 14th UK Workshop on Computational Intelligence |
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Abbreviated title | UKCI 2014 |
Country/Territory | United Kingdom |
City | Bradford |
Period | 8/09/14 → 10/09/14 |
Internet address |
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