Comparison of Real Time Iterative Deepening Best First Search Algorithm and A* Algorithm on Maze Chase Game NPC

Husein Nabil, S. M. Nasution, Ratna Astuti Nugrahaeni
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Abstract

Maze Chase is a game that has a maze background. In this game there are players who have the task, which is to take all the points in the labyrinth. In the Maze Chase game there is also an NPC (Non-Playable Character) that aims to chase players so that players cannot take all the points in the labyrinth. Players can be considered to have won the game is that all the points in the labyrinth have been taken by the player. The author implements the A* and RIBS path search algorithms for NPCs so that NPCs can chase players. That way we get the travel time comparison to the players on each path search algorithm. After testing the average travel time to NPC players with the A* algorithm faster 0.116196% than NPC with the RIBS algorithm.
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实时迭代深化最优优先搜索算法与A*算法在迷宫追逐游戏NPC中的比较
《Maze Chase》是一款以迷宫为背景的游戏。在这个游戏中,玩家的任务是在迷宫中获得所有的点数。在《Maze Chase》中,还有一个NPC(非可玩角色)旨在追逐玩家,这样玩家就无法在迷宫中获得所有分数。玩家可以认为自己赢得了游戏是在迷宫中所有的点数都被玩家拿走了。作者为npc执行了A*和rib路径搜索算法,以便npc能够追逐玩家。这样我们就得到了玩家在每个路径搜索算法上的旅行时间对比。经过测试,使用A*算法的NPC玩家的平均旅行时间比使用rib算法的NPC快0.116196%。
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