Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
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 a...
- Autores:
-
Ortega Vargas, Álvaro José
Serrano, Jairo E.C.
Castellanos Acuña, Leonardo
Martínez-Santos, Juan Carlos
- Tipo de recurso:
- Fecha de publicación:
- 2020
- Institución:
- Universidad Tecnológica de Bolívar
- Repositorio:
- Repositorio Institucional UTB
- Idioma:
- eng
- OAI Identifier:
- oai:repositorio.utb.edu.co:20.500.12585/10003
- Acceso en línea:
- https://hdl.handle.net/20.500.12585/10003
https://ieeexplore.ieee.org/document/9256835
- Palabra clave:
- NPC behavior
Game Development
Unity3D
Artificial Intelligence
Path Planning
LEMB
- Rights
- closedAccess
- License
- http://purl.org/coar/access_right/c_14cb
Summary: | 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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