Yoppy Sazaki, Hadipurnawan Satria, Muhammad Syahroyni
{"title":"赛车游戏中NPC的动态寻路算法与动态寻路算法之比较","authors":"Yoppy Sazaki, Hadipurnawan Satria, Muhammad Syahroyni","doi":"10.1109/TSSA.2017.8272918","DOIUrl":null,"url":null,"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.","PeriodicalId":271883,"journal":{"name":"2017 11th International Conference on Telecommunication Systems Services and Applications (TSSA)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Comparison of A∗ and dynamic pathfinding algorithm with dynamic pathfinding algorithm for NPC on car racing game\",\"authors\":\"Yoppy Sazaki, Hadipurnawan Satria, Muhammad Syahroyni\",\"doi\":\"10.1109/TSSA.2017.8272918\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":271883,\"journal\":{\"name\":\"2017 11th International Conference on Telecommunication Systems Services and Applications (TSSA)\",\"volume\":\"7 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 11th International Conference on Telecommunication Systems Services and Applications (TSSA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/TSSA.2017.8272918\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 11th International Conference on Telecommunication Systems Services and Applications (TSSA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/TSSA.2017.8272918","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Comparison of A∗ and dynamic pathfinding algorithm with dynamic pathfinding algorithm for NPC on car racing game
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.