Direction based Heuristic for Pathfinding in Video Games
Keywords:
pathfinding, A*, A* optimization, computer game
Abstract
Pathfinding has been one of major research areas in video games for many years. It is a key problem that most of the video games are confronted with. Search algorithms such as the A* algorithm and the Dijkstra2019;s algorithm representing such regular grid, visibility graphs also have significant impact on the performance. This paper reviews the current widely used solutions for pathfinding and proposes a new method which is expected to generate a higher quality path using less time and memory than other existing solutions. The deployment of the methodologies and techniques is described in detail. The significance of the proposed method in future video games is addressed and the conclusion is given at the end.
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Published
2015-01-15
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Copyright (c) 2015 Authors and Global Journals Private Limited
This work is licensed under a Creative Commons Attribution 4.0 International License.