Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm

Álvaro José Ortega Vargas, Jairo E. Serrano C., Leonardo Castellanos Acuña, J. Martinez-Santos
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引用次数: 3

Abstract

Search and planning is a common Artificial Intelligence task on videogames development. This exercise covers the design of Non-player character (NPC) behavior, content generation, and narrative's construction. This work focus on NPC behavior, specifically on path planning. This paper presents an implementation of an arcade videogame (Ms. Pacman type) with Unity, where the NPC's behavior (Ghosts) applies the Wavefront algorithm to find the shortest path to the Player Character (Mr. Pacman). This algorithm is an alternative to traditional algorithms the Djikstra algorithm and A-star used to solve this problem.
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基于波前算法的街机电子游戏非可玩角色路径规划
搜索和规划是电子游戏开发中常见的人工智能任务。这个练习涵盖了非玩家角色(NPC)行为、内容生成和叙事结构的设计。这项工作主要关注NPC的行为,特别是路径规划。本文介绍了一款使用Unity的街机电子游戏(《吃豆人女士》类型)的实现,其中NPC的行为(鬼)应用Wavefront算法来寻找到玩家角色(《吃豆人先生》)的最短路径。该算法是对传统算法Djikstra算法和A-star算法的替代。
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