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...

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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
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dc.title.spa.fl_str_mv Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
title Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
spellingShingle Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
NPC behavior
Game Development
Unity3D
Artificial Intelligence
Path Planning
LEMB
title_short Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
title_full Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
title_fullStr Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
title_full_unstemmed Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
title_sort Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm
dc.creator.fl_str_mv Ortega Vargas, Álvaro José
Serrano, Jairo E.C.
Castellanos Acuña, Leonardo
Martínez-Santos, Juan Carlos
dc.contributor.author.none.fl_str_mv Ortega Vargas, Álvaro José
Serrano, Jairo E.C.
Castellanos Acuña, Leonardo
Martínez-Santos, Juan Carlos
dc.subject.keywords.spa.fl_str_mv NPC behavior
Game Development
Unity3D
Artificial Intelligence
Path Planning
topic NPC behavior
Game Development
Unity3D
Artificial Intelligence
Path Planning
LEMB
dc.subject.armarc.none.fl_str_mv LEMB
description 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.
publishDate 2020
dc.date.issued.none.fl_str_mv 2020-11-18
dc.date.accessioned.none.fl_str_mv 2021-02-15T16:21:48Z
dc.date.available.none.fl_str_mv 2021-02-15T16:21:48Z
dc.date.submitted.none.fl_str_mv 2021-02-12
dc.type.coarversion.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.driver.spa.fl_str_mv info:eu-repo/semantics/lecture
dc.type.hasversion.spa.fl_str_mv info:eu-repo/semantics/publishedVersion
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status_str publishedVersion
dc.identifier.citation.spa.fl_str_mv Á. J. O. Vargas, J. E. C. Serrano, L. C. Acuña and J. C. Martinez-Santos, "Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm," 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX), Barranquilla, Colombia, 2020, pp. 1-5, doi: 10.1109/GMAX49668.2020.9256835.
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12585/10003
dc.identifier.url.none.fl_str_mv https://ieeexplore.ieee.org/document/9256835
dc.identifier.doi.none.fl_str_mv 10.1109/GMAX49668.2020.9256835
dc.identifier.instname.spa.fl_str_mv Universidad Tecnológica de Bolívar
dc.identifier.reponame.spa.fl_str_mv Repositorio Universidad Tecnológica de Bolívar
identifier_str_mv Á. J. O. Vargas, J. E. C. Serrano, L. C. Acuña and J. C. Martinez-Santos, "Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm," 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX), Barranquilla, Colombia, 2020, pp. 1-5, doi: 10.1109/GMAX49668.2020.9256835.
10.1109/GMAX49668.2020.9256835
Universidad Tecnológica de Bolívar
Repositorio Universidad Tecnológica de Bolívar
url https://hdl.handle.net/20.500.12585/10003
https://ieeexplore.ieee.org/document/9256835
dc.language.iso.spa.fl_str_mv eng
language eng
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_14cb
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eu_rights_str_mv closedAccess
rights_invalid_str_mv http://purl.org/coar/access_right/c_14cb
dc.format.extent.none.fl_str_mv 5 páginas
dc.format.mimetype.spa.fl_str_mv application/pdf
dc.publisher.place.spa.fl_str_mv Cartagena de Indias
dc.source.spa.fl_str_mv 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX)
institution Universidad Tecnológica de Bolívar
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spelling Ortega Vargas, Álvaro Joséf700d5ce-e294-4b4d-a893-735584549326Serrano, Jairo E.C.fc39a2a7-1db9-4094-b54c-907bb4c863d0Castellanos Acuña, Leonardo1525fb10-689f-4996-84d8-7f97bfd9c131Martínez-Santos, Juan Carlos5c958644-c78d-401d-8ba9-bbd39fe773182021-02-15T16:21:48Z2021-02-15T16:21:48Z2020-11-182021-02-12Á. J. O. Vargas, J. E. C. Serrano, L. C. Acuña and J. C. Martinez-Santos, "Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm," 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX), Barranquilla, Colombia, 2020, pp. 1-5, doi: 10.1109/GMAX49668.2020.9256835.https://hdl.handle.net/20.500.12585/10003https://ieeexplore.ieee.org/document/925683510.1109/GMAX49668.2020.9256835Universidad Tecnológica de BolívarRepositorio Universidad Tecnológica de BolívarSearch 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.5 páginasapplication/pdfeng2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX)Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithminfo:eu-repo/semantics/lectureinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_8544http://purl.org/coar/version/c_970fb48d4fbd8a85NPC behaviorGame DevelopmentUnity3DArtificial IntelligencePath PlanningLEMBinfo:eu-repo/semantics/closedAccesshttp://purl.org/coar/access_right/c_14cbCartagena de IndiasInvestigadoresGN Yannakakis y J. Togelius, "Un panorama de la inteligencia artificial y computacional en los juegos", IEEE Transactions on Computational Intelligence and AI in Games , vol. 7, no. 4, págs. 317-335, 2014.Y. Zhen, Z. Wanpeng y L. Hongfu, "Técnicas de inteligencia artificial en juegos de estrategia en tiempo real", Actas de la 2a Conferencia Internacional de Ciencias de la Computación e Inteligencia Artificial de 2018, págs. 11-21, 2018.PE Hart, NJ Nilsson y B. Raphael, "Una base formal para la determinación heurística de rutas de costo mínimo", transacciones IEEE sobre ciencia de sistemas y cibernética , vol. 4, no. 2, págs. 100-107, 1968.X. Cui y H. Shi, "Una búsqueda de caminos basada en * en los juegos de computadora modernos", Revista Internacional de Ciencias de la Computación y Seguridad de Redes , vol. 11, no. 1, págs. 125-130, 2011PI Cowling, M. Buro, M. Bida, A. Botea, B. Bouzy, MV Butz, et al., "Search in real-time video games", Artificial and Computational Intelligence in Games , 2013.V. Bulitko, Y. Björnsson, NR Sturtevant y R. Lawrence, "Búsqueda heurística en tiempo real para encontrar rutas en videojuegos", Inteligencia artificial para juegos de computadora , págs. 1-30, 2011.IM Zidane y K. Ibrahim, "Wavefront y algoritmos estrella para la planificación de trayectorias de robots móviles", Conferencia internacional sobre sistemas inteligentes avanzados e informática , págs. 69-80, 2017.A. Mittal, A. Jain, A. Kumar y R. Tiwari, "Persecución-evasión: El perseguidor múltiple persigue al evasor múltiple usando el frente de onda y el método húngaro", Actas de la Conferencia Internacional sobre Sistemas de Computación y Comunicación , págs. 473- 488, 2018.C. Tang, R. Sun, S. Yu, L. Chen y J. Zheng, "Exploración autónoma de robots móviles de interior basada en el algoritmo de frente de onda", Conferencia internacional sobre robótica inteligente y aplicaciones , págs. 338-348, 2019H. Carbajal Montesinos, "Constructión de un componente de software para la búsqueda del camino más corto y el control de movimiento en un videojuego de estrategia en tiempo real", Pontificia Universidad Católica del Perú , abril de 2017.D. Rico Zambrana, Análisis de algoritmos de inteligencia artificial para videojuegos, marzo de 2017.Compl50-07: Algoritmo de planificación de frente de onda de robótica inteligente, 2009.http://purl.org/coar/resource_type/c_c94fORIGINAL163.pdf163.pdfAbstractapplication/pdf82884https://repositorio.utb.edu.co/bitstream/20.500.12585/10003/1/163.pdfc5b84c86f117e755f38b6221168d36bfMD51LICENSElicense.txtlicense.txttext/plain; charset=utf-83182https://repositorio.utb.edu.co/bitstream/20.500.12585/10003/2/license.txte20ad307a1c5f3f25af9304a7a7c86b6MD52TEXT163.pdf.txt163.pdf.txtExtracted texttext/plain733https://repositorio.utb.edu.co/bitstream/20.500.12585/10003/3/163.pdf.txt89bb6f3b2b30873298b8f40a07af01b0MD53THUMBNAIL163.pdf.jpg163.pdf.jpgGenerated Thumbnailimage/jpeg39041https://repositorio.utb.edu.co/bitstream/20.500.12585/10003/4/163.pdf.jpg1e37e329cdc71eeef359eb405bbd73efMD5420.500.12585/10003oai:repositorio.utb.edu.co:20.500.12585/100032023-05-26 16:27:20.216Repositorio Institucional 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