In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.
Path planning with Inventory-driven Jump-Point-Search / Aversa, Davide; Vassos, Stavros; Sardina, Sebastian. - ELETTRONICO. - 2015:(2015), pp. 2-8. (Intervento presentato al convegno 11th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment tenutosi a Santa Cruz; California, USA nel Novembre 2015).
Path planning with Inventory-driven Jump-Point-Search
AVERSA, DAVIDE
;VASSOS, STAVROS
;SARDINA, SEBASTIAN
2015
Abstract
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present invJPS, an "inventory-driven" pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the invJPS preserves JPS's optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.File | Dimensione | Formato | |
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