Strategic Team AI Path Plans: Probabilistic Pathfinding

نویسندگان

  • Hou C. Tng John
  • Edmond C. Prakash
  • Narendra S. Chaudhari
چکیده

This paper proposes a novel method to generate strategic team AI pathfinding plans for computer games and simulations using probabilistic pathfinding. This method is inspired by genetic algorithms (Russell and Norvig, 2002), in that, a fitness function is used to test the quality of the path plans. The method generates high-quality path plans by eliminating the low-quality ones. The path plans are generated by probabilistic pathfinding, and the elimination is done by a fitness test of the path plans. This path plan generation method has the ability to generate variation or different high-quality paths, which is desired for games to increase replay values. This work is an extension of our earlier work on team AI: probabilistic pathfinding (John et al., 2006). We explore ways to combine probabilistic pathfinding and genetic algorithm to create a new method to generate strategic team AI pathfinding plans.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Hierarchical Shortest Pathfinding Applied to Route-Planning for Wheelchair Users

Pathfinding on large maps is time-consuming. Classical search algorithms such as Dijkstra’s and A* algorithms may solve difficult problems in polynomial time. However, in real-world pathfinding examples where the search space increases dramatically, these algorithms are not appropriate. Hierarchical pathfinding algorithms that provide abstract plans of future routing, such as HPA* and PRA*, hav...

متن کامل

Hierarchical Plan Representations for Encoding Strategic Game AI

In this paper we explore the use of Hierarchical-Task-Network (HTN) representations to model strategic game AI. We will present two case studies. The first one reports on an experiment using HTNs to model strategies for Unreal Tournament® (UT) bots. We will argue that it is possible to encode strategies that coordinate teams of bots in first-person shooter games using HTNs. The second one compa...

متن کامل

The Long and Short of Steering in Computer Games

Almost all types of computer game require some form of steering strategy to allow the AI agents to move around in the environment. Indeed such methods must form a solid base on which to build the remainder of the game AI. Some of the commonly used methods which can be categorised as short range steering (local steering) or long range (predominantly path finding) are reviewed and compared, with ...

متن کامل

S.l. Tomlinson: the Long and Short of Steering in Computer Games

Almost all types of computer game require some form of steering strategy to allow the AI agents to move around in the environment. Indeed such methods must form a solid base on which to build the remainder of the game AI. Some of the commonly used methods which can be categorised as short range steering (local steering) or long range (predominantly path finding) are reviewed and compared, with ...

متن کامل

Partial Pathfinding Using Map Abstraction and Refinement

Classical search algorithms such as A* or IDA* are useful for computing optimal solutions in a single pass, which can then be executed. But in many domains agents either do not have the time to compute complete plans before acting, or should not spend the time to do so, due to the dynamic nature of the environment. Extensions to A* such as LRTA* address this problem by gradually learning an exa...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • Int. J. Computer Games Technology

دوره 2008  شماره 

صفحات  -

تاریخ انتشار 2008