Pathfinding in partially explored games environments: The application of the A Algorithm with occupancy grids in Unity3D

John Stamford, Arjab Singh Khuman, Jenny Carter, Samad Ahmadi

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Citations (Scopus)

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 languageEnglish
Title of host publication2014 14th UK Workshop on Computational Intelligence, UKCI 2014 - Proceedings
EditorsMariam Kiran, Daniel Neagu, Paul Trundle
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781479955381
DOIs
Publication statusPublished - 20 Oct 2014
Externally publishedYes
Event14th UK Workshop on Computational Intelligence - University of Bradford, Bradford, United Kingdom
Duration: 8 Sep 201410 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

Workshop14th UK Workshop on Computational Intelligence
Abbreviated titleUKCI 2014
Country/TerritoryUnited Kingdom
CityBradford
Period8/09/1410/09/14
Internet address

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