A Museum Visitors Guide with the A* pathfinding algorithm

Zhiguang Xu, M. Van Doren
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引用次数: 6

Abstract

The A* algorithm is proven to be one of the most, if not the most, used AI pathfinding algorithm in game development today. Current development effort is now focused on optimizing the A* algorithm and applying it to solve real-world problems. In this paper, we present a Museum Visitors Guide (MVG) application with the A* pathfinding algorithm that helps museum visitors to make the most of their visit. The A* algorithm is optimized in a number of ways. First, the shortest path between the visitor's current location and the goal art piece is dynamically produced in response to the changes of the exhibition floor plans. Secondly, visitors are allowed to select multiple works of art that they want to see. The best path that our MVG finds out covers them all. Thirdly, multiple optimum and load-balanced paths are discovered when there are multiple targets - a feature that is very useful for emergencies, e.g., for firefighters to put out the flames. To demonstrate that our MVG is well functional, flexible, and even ready to migrate to hand-held mobile platforms, we will show the running results of our simulation in the end of this paper.
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带有A*寻径算法的博物馆游客指南
A*算法被证明是当今游戏开发中使用最多的AI寻径算法之一。当前的开发工作现在集中在优化A*算法并将其应用于解决实际问题上。在本文中,我们提出了一个博物馆游客指南(MVG)应用程序,该应用程序使用a *寻径算法来帮助博物馆游客充分利用他们的参观。A*算法在许多方面进行了优化。首先,参观者当前位置和目标艺术品之间的最短路径是根据展览平面的变化动态产生的。其次,游客可以选择他们想看的多件艺术品。我们的MVG找到的最佳路径涵盖了所有这些。第三,当有多个目标时,可以发现多个最优和负载平衡的路径,这一特性在紧急情况下非常有用,例如消防员扑灭火焰。为了证明我们的MVG功能良好、灵活,甚至可以迁移到手持移动平台,我们将在本文的最后展示模拟的运行结果。
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