Skip to main content

Pathfinding Strategy for Multiple Non-Playing Characters in 2.5 D Game Worlds

  • Conference paper
Learning by Playing. Game-based Education System Design and Development (Edutainment 2009)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5670))

Abstract

This paper investigates and determines the optimal pathfinding strategy for non-playing characters (NPCs) in 2.5D game worlds. Three algorithms, Dijkstra’s, Best-first Search (BFS) and the A* algorithm using Manhattan distance, Euclidean distance and Diagonal distance heuristics, are tested under different interaction schemes and test environments consisting of different levels of obstacles. The result shows that the A* algorithm is the optimal algorithm under the Manhattan distance Heuristic. Our tests did not reveal significant difference among the cooperative, non-cooperative or competitive interaction schemes.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Dijkstra, E.W.: A Note on Two Problems in Connexion with Graphs. Numerische Mathematik 1(1), 269–271 (1959), http://dx.doi.org/10.1007/BF01386390

    Article  MathSciNet  MATH  Google Scholar 

  2. Morris, J.: Data Structures and Algorithms: Dijkstra’s Algorithm, http://www.cs.auckland.ac.nz/software/AlgAnim/dijkstra.html

  3. Wichmann, D.R., Wuensche, B.C.: Automated Route Finding on Digital Terrains. In: Proceedings of IVCNZ 2004, Akaroa, New Zealand, pp. 107–112 (2004)

    Google Scholar 

  4. Russell, S., Norvig, P.: Artificial Intelligence: A Modern Approach. Prentice Hall, Englewood Cliffs (1995)

    MATH  Google Scholar 

  5. Hart, P.E., Nilsson, N.J., Raphael, B.: A Formal Basis for the Heuristic Determination of Minimum Cost Paths. IEEE Transactions on Systems Science & Cybernetics 4(2), 100–107 (1968), http://dx.doi.org/10.1109/TSSC.1968.300136

    Article  Google Scholar 

  6. Matthews, J.: Basic A* Pathfinding Made Simple. In: Rabin, S. (ed.) AI Game Programming Wisdom, pp. 105–113. Charles River Media, Inc., Rockland (2002)

    Google Scholar 

  7. Goodrich, M.T., Tamassia, R.: Data Structures and Algorithms in Java, 3rd edn. John Wiley & Sons, Inc., Chichester (2004)

    MATH  Google Scholar 

  8. Silver, D.: Cooperative pathfinding. In: Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment conference, pp. 117–122. AAAI Press, Menlo Park (2005)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

MacGregor, J., Leung, S. (2009). Pathfinding Strategy for Multiple Non-Playing Characters in 2.5 D Game Worlds. In: Chang, M., Kuo, R., Kinshuk, Chen, GD., Hirose, M. (eds) Learning by Playing. Game-based Education System Design and Development. Edutainment 2009. Lecture Notes in Computer Science, vol 5670. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03364-3_43

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-03364-3_43

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-03363-6

  • Online ISBN: 978-3-642-03364-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics