Comparison of A* Algorithm and Time Bounded A* Algorithm on Maze Chase Game NPC

Fahryandi Herlasmara Putra, Surya Michrandi Nasution, Ratna Astuti Nugrahaeni
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Abstract

The application of artificial intelligence in computer games has increased in recent years. Maze chase game is a game that takes place in a maze. The aim of the game is that the player must take all the points in the maze. Inside the labyrinth there are four Non-Playable Characters (NPCs) that move to chase the player. The shortest path algorithm is applied to the NPC in order to determine the shortest path from the current position of the NPC to the player position. In this study the author will compare the optimal level of path retrieval and the length of time needed in selecting the shortest path using the A* algorithm and the Time-Bounded A* algorithm. With the implementation of the A* algorithm and the TBA* algorithm on the Maze Chase game NPCs, the authors found that the A* algorithm has a faster travel time of 0.3% when compared to the TBA* algorithm, while the TBA* algorithm expands the nodes 73.2% less compared to the A* algorithm.
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A*算法与限时A*算法在迷宫追逐游戏NPC中的比较
近年来,人工智能在电脑游戏中的应用有所增加。迷宫追逐游戏是一种发生在迷宫中的游戏。游戏的目标是玩家必须在迷宫中获得所有的分数。在迷宫中有四个非可玩角色(npc),他们会移动来追逐玩家。将最短路径算法应用于NPC是为了确定从NPC当前位置到玩家位置的最短路径。在本研究中,作者将比较A*算法和限时A*算法的最优路径检索水平和选择最短路径所需的时间长度。通过对A*算法和TBA*算法在迷宫追逐游戏npc上的实现,作者发现A*算法的行走时间比TBA*算法快0.3%,而TBA*算法的节点扩展比A*算法少73.2%。
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