Comparison of A∗ and dynamic pathfinding algorithm with dynamic pathfinding algorithm for NPC on car racing game

Yoppy Sazaki, Hadipurnawan Satria, Muhammad Syahroyni
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引用次数: 11

Abstract

The game of a racing car is one of the simulation games that require Non-Playable Character (NPC) as the opponent's choice of play when a player wants to play on his own. In a race car game, the NPC needs pathfinding to be able to walk on the track and avoid obstacles to reach the finish line. Pathfinding method used by NPC in this game is Al Dynamic Pathfinding Algorithm to avoid the static and dynamic obstacles in track. The experimental results show that NPCs using combined Dynamic Pathfinding Algorithm and Algorithm A∗ get the results from NPCs that use only DPA Algorithm A∗ while the obstacle position and trajectory shape have a big effect on DPA.
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赛车游戏中NPC的动态寻路算法与动态寻路算法之比较
赛车游戏是一款需要非可玩角色(NPC)作为对手选择的模拟游戏,而玩家则希望自己玩游戏。在赛车游戏中,NPC需要能够在赛道上行走并避开障碍物到达终点线的寻路功能。游戏中NPC的寻路方法是人工智能动态寻路算法,以避开轨道上的静态和动态障碍物。实验结果表明,结合动态寻路算法和算法A *的npc寻路结果与仅使用DPA算法A *的npc寻路结果相同,而障碍物位置和轨迹形状对DPA的影响较大。
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