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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
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
Morris, J.: Data Structures and Algorithms: Dijkstra’s Algorithm, http://www.cs.auckland.ac.nz/software/AlgAnim/dijkstra.html
Wichmann, D.R., Wuensche, B.C.: Automated Route Finding on Digital Terrains. In: Proceedings of IVCNZ 2004, Akaroa, New Zealand, pp. 107–112 (2004)
Russell, S., Norvig, P.: Artificial Intelligence: A Modern Approach. Prentice Hall, Englewood Cliffs (1995)
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
Matthews, J.: Basic A* Pathfinding Made Simple. In: Rabin, S. (ed.) AI Game Programming Wisdom, pp. 105–113. Charles River Media, Inc., Rockland (2002)
Goodrich, M.T., Tamassia, R.: Data Structures and Algorithms in Java, 3rd edn. John Wiley & Sons, Inc., Chichester (2004)
Silver, D.: Cooperative pathfinding. In: Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment conference, pp. 117–122. AAAI Press, Menlo Park (2005)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights 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)