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...

Full description

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
Description
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.