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Video game pathfinding and improvements to discrete search on grid-based maps

The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain. Copyright / Dissertation (MSc)--University of Pretoria, 2011. / Computer Science / unrestricted

Identiferoai:union.ndltd.org:netd.ac.za/oai:union.ndltd.org:up/oai:repository.up.ac.za:2263/22940
Date02 March 2012
CreatorsAnguelov, Bobby
ContributorsEngelbrecht, Andries P., bobby.anguelov@gmail.com
PublisherUniversity of Pretoria
Source SetsSouth African National ETD Portal
Detected LanguageEnglish
TypeDissertation
Rights© 2011, University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria

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