JavaScript is disabled for your browser. Some features of this site may not work without it.
Please note that UPSpace will be unavailable from Friday, 2 May at 18:00 (South African Time) until Sunday, 4 May at 20:00 due to scheduled system upgrades. We apologise for any inconvenience this may cause and appreciate your understanding.
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